Difference between revisions of "Dynamic Goal Characteristics"

From gdp3
Jump to: navigation, search
(Using the pattern)
(Using the pattern)
 
(9 intermediate revisions by the same user not shown)
Line 2: Line 2:
 
[[Category:Dynamic Patterns]]
 
[[Category:Dynamic Patterns]]
 
[[Category:Patterns]]
 
[[Category:Patterns]]
[[Category:Needs work]]
 
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]
[[Category:Needs examples]]
 
 
[[Category:Needs references]]
 
[[Category:Needs references]]
[[Category:Stub]]
 
 
[[Category:To be Published]]
 
[[Category:To be Published]]
[[Category:Staffan's current workpage]]
 
 
''Goals that have characteristics which change during gameplay.''
 
''Goals that have characteristics which change during gameplay.''
  
Line 14: Line 10:
  
 
=== Examples ===
 
=== Examples ===
Example: In the roleplaying game Neverwinter Nights, part of the overall goal at the start is to perform a complicated ritual with several non-player characters. When the ritual is finally performed, it turns out that one of the characters doing the ritual is a traitor, and then another goal is revealed to the player: defeat the traitor.
+
Many children's games, such as [[Tag]] and [[King of the Hill (game)|King of the Hill]], can be described as using [[Dynamic Goal Characteristics]] regarding the overall winning condition for the games.  
  
Example: Many children's games, such as Tag and King of the Hill, can either be described as using Dynamic Goal Characteristics or having a static high-level goal with subgoals that switch from avoiding one person to avoiding another person (or being the hunter) in Tag and from defense to offense in King of the Hill.
+
The card game [[Fluxx]] has the current winning goal represented by a played card. Although the game can be said to have the static goal of fulfilling the goal card criteria, the specific winning goal changes as soon as a player plays a new goal card.
  
Example: The card game Fluxx has the current winning goal represented by a played card. Although the game can be said to have the static goal of fulfilling the goal card criteria, the specific winning goal changes as soon as a player plays a new goal card.
+
[[Squash]] has a conditionally dynamic goal definition. The first goal is to get nine points, but if the player does not have a two-point lead, the goal becomes dynamic regarding the amount of points required for winning the game. While this could also be described as the goal "have nine points or more points and have two points more than the other player" this is also dynamic since it depends on how many points the other player has.
  
==== Anti-Examples ====
+
In the first part of the [[Neverwinter Nights series]], part of the overall goal at the start is to perform a complicated ritual with several non-player characters. When the ritual is finally performed, it turns out that one of the characters doing the ritual is a traitor, and then another goal is revealed to the player: defeat the traitor.
optional
+
 
+
The goal definition can be conditionally dynamic as is the case in, for example, Squash. The first goal is to get nine points, but if the player does not have a two-point lead, the goal becomes dynamic in regard to the amount of points required for winning the game. This automatically guarantees that there is a Perceivable margin for the winner. The obvious way of describing the goal is to change the definition from absolute (e. g., nine points are needed) to relative (e. g., at least nine points are needed and two points more than the other player).
+
  
 
== Using the pattern ==
 
== Using the pattern ==
[[Dynamic Goal Characteristics]] can modify any type of goal. The main design choice [[Dynamic Goal Characteristics]] is, of course, what characteristics of the goal are going to be dynamic. The number of game elements in a goal is a common solution, e.g. [[Game Items]], [[Resources]], or [[Units]]. However, [[Dynamic Goal Characteristics]] can also modify [[Goal Hierarchies]] by adding or removing goals from the hierarchy.  
+
[[Dynamic Goal Characteristics]] can modify any type of goal, including [[Main Goals]]. The main design choice [[Dynamic Goal Characteristics]] is, of course, what characteristics of the goal are going to be dynamic. The number of game elements in a goal is a common solution, e.g. [[Game Items]], [[Resources]], or [[Units]]. However, [[Dynamic Goal Characteristics]] can also modify [[Goal Hierarchies]] by adding or removing goals from the hierarchy. Another major design choice is if the [[Dynamic Goal Characteristics]] should be linear in the sense that the goals either don't change more than once or that they become more specific each time or if they can vary back and forth between many different specifications (see e.g., [[King of the Hill]]).
  
A secondary main design choice is how and when the characteristics should be changed. This might be as explicit effects of [[Facilitating Rewards]] or [[Penalties]] ([[Setback Penalties]] by their definition instantiates [[Dynamic Goal Characteristics]] but other [[Penalties]] can modify the pattern), but some pattern combinations make [[Dynamic Goal Characteristics]] occur dynamically in games. For example, providing [[Resource Generators]] of game elements related to [[Eliminate]] or [[Collection]] goals will change depending on how often the generators manage to produce the [[Resources]]. As another example, [[Role Reversal]] allows two (or more) goals that are related to appear as versions of a more abstract goal with [[Dynamic Goal Characteristics]]. It should be noted that the changes of goal characteristics can however not be to great, since this may make players feel that their actions are meaningless (and that the game is actually switching between several different goals).
+
A secondary main design choice is how and when the characteristics should be changed. This might be as explicit effects of [[Facilitating Rewards]] or [[Penalties]] ([[Setback Penalties]] by their definition instantiates [[Dynamic Goal Characteristics]] but other [[Penalties]] can modify the pattern), but some pattern combinations make [[Dynamic Goal Characteristics]] occur dynamically in games. For example, providing [[Resource Generators]] of game elements related to [[Eliminate]] or [[Collections]] goals will change depending on how often the generators manage to produce the [[Resources]]. As another example, [[Role Reversal]] allows two (or more) goals that are related to appear as versions of a more abstract goal with [[Dynamic Goal Characteristics]]. It should be noted that the changes of goal characteristics can however not be to great, since this may make players feel that their actions are meaningless (and that the game is actually switching between several different goals).
  
=== Can Modulate ===
+
Some goals by their nature have [[Dynamic Goal Characteristics]]. For example, [[Player-Defined Goals]] which are not enforced by a rule system let players change their specific of their goals whenever they want. As another example, [[Ephemeral Goals]] can be seen as goals with [[Dynamic Goal Characteristics]] that they can only be completed at specific period of time. [[Excluding Goals]] which affect [[Goal Hierarchies]] by removing other goals also create [[Dynamic Goal Characteristics]] in the parent goal.
[[Excluding Goals]],  
+
[[Player-Planned Development]]
+
  
[[Player-Defined Goals]] (which are not enforced by a rule system) naturally provides [[Dynamic Goal Characteristics]]. [[Ephemeral Goals]] can be seen as goals with [[Dynamic Goal Characteristics]] that they can only be completed at specific period of time.
+
An important consideration for game design using [[Dynamic Goal Characteristics]] is if players should be aware that a goal has [[Dynamic Goal Characteristics]] or not, and if they do if they should know how it should vary. Goals that are vague can unproblematically have [[Dynamic Goal Characteristics]] if changes to these goals can be seen as progress in either having completed an implicit sub goal or now having a clearer picture of what the goal actually is. [[Main Goals]] in games with [[Narration Structures]] typically fit this requirement, especially when the [[Main Goals]] tie into some kind of diegetic mystery or secret. However, [[Dynamic Goal Characteristics]] can be problematic if they require players to begin adopting completely different gameplay skills, tactics, or strategies. [[King of the Hill]] is an example where players are aware of the goal having [[Dynamic Goal Characteristics]] and this not causing issues since the players know that the variants simply resolves around which players will be targeted by the other players.
  
 
== Consequences ==
 
== Consequences ==
 
[[Dynamic Goal Characteristics]] in a game makes it have [[Imperfect Information]] unless there is a deterministic algorithm modifying the characteristics and this is known by players ''and'' the players can deduce more future game states than is needed to complete the goal. Goals with [[Dynamic Goal Characteristics]] are [[Unknown Goals]] to players that do not know the current characteristics (and thereby gives them [[Gain Information]] goals). In contrast, if the characteristics are known, the pattern typically provides [[Perceivable Margins]] since players can know how close they are to meeting the goal.
 
[[Dynamic Goal Characteristics]] in a game makes it have [[Imperfect Information]] unless there is a deterministic algorithm modifying the characteristics and this is known by players ''and'' the players can deduce more future game states than is needed to complete the goal. Goals with [[Dynamic Goal Characteristics]] are [[Unknown Goals]] to players that do not know the current characteristics (and thereby gives them [[Gain Information]] goals). In contrast, if the characteristics are known, the pattern typically provides [[Perceivable Margins]] since players can know how close they are to meeting the goal.
 +
 +
Changes in goals due to [[Dynamic Goal Characteristics]] may cause players to replan their [[Player-Planned Development]] if they are possible in a game.
  
 
== Relations ==
 
== Relations ==
Line 49: Line 42:
 
[[Excluding Goals]],  
 
[[Excluding Goals]],  
 
[[Goal Hierarchies]],  
 
[[Goal Hierarchies]],  
 +
[[Main Goals]],
 
[[Player-Planned Development]]
 
[[Player-Planned Development]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 
[[Ephemeral Goals]],  
 
[[Ephemeral Goals]],  
 +
[[King of the Hill]],
 
[[Player-Defined Goals]],  
 
[[Player-Defined Goals]],  
 
[[Role Reversal]],  
 
[[Role Reversal]],  
 
[[Setback Penalties]]  
 
[[Setback Penalties]]  
  
[[Resource Generators]] together with [[Collection]] or [[Eliminate]]
+
[[Resource Generators]] together with [[Collections]] or [[Eliminate]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Latest revision as of 08:40, 23 February 2023

Goals that have characteristics which change during gameplay.

Players need to know the requirements of goals in games to be able to strive towards fulfilling them. However, this does not mean that the requirements can change. Goals with changing requirements are called Dynamic Goal Characteristics.

Examples

Many children's games, such as Tag and King of the Hill, can be described as using Dynamic Goal Characteristics regarding the overall winning condition for the games.

The card game Fluxx has the current winning goal represented by a played card. Although the game can be said to have the static goal of fulfilling the goal card criteria, the specific winning goal changes as soon as a player plays a new goal card.

Squash has a conditionally dynamic goal definition. The first goal is to get nine points, but if the player does not have a two-point lead, the goal becomes dynamic regarding the amount of points required for winning the game. While this could also be described as the goal "have nine points or more points and have two points more than the other player" this is also dynamic since it depends on how many points the other player has.

In the first part of the Neverwinter Nights series, part of the overall goal at the start is to perform a complicated ritual with several non-player characters. When the ritual is finally performed, it turns out that one of the characters doing the ritual is a traitor, and then another goal is revealed to the player: defeat the traitor.

Using the pattern

Dynamic Goal Characteristics can modify any type of goal, including Main Goals. The main design choice Dynamic Goal Characteristics is, of course, what characteristics of the goal are going to be dynamic. The number of game elements in a goal is a common solution, e.g. Game Items, Resources, or Units. However, Dynamic Goal Characteristics can also modify Goal Hierarchies by adding or removing goals from the hierarchy. Another major design choice is if the Dynamic Goal Characteristics should be linear in the sense that the goals either don't change more than once or that they become more specific each time or if they can vary back and forth between many different specifications (see e.g., King of the Hill).

A secondary main design choice is how and when the characteristics should be changed. This might be as explicit effects of Facilitating Rewards or Penalties (Setback Penalties by their definition instantiates Dynamic Goal Characteristics but other Penalties can modify the pattern), but some pattern combinations make Dynamic Goal Characteristics occur dynamically in games. For example, providing Resource Generators of game elements related to Eliminate or Collections goals will change depending on how often the generators manage to produce the Resources. As another example, Role Reversal allows two (or more) goals that are related to appear as versions of a more abstract goal with Dynamic Goal Characteristics. It should be noted that the changes of goal characteristics can however not be to great, since this may make players feel that their actions are meaningless (and that the game is actually switching between several different goals).

Some goals by their nature have Dynamic Goal Characteristics. For example, Player-Defined Goals which are not enforced by a rule system let players change their specific of their goals whenever they want. As another example, Ephemeral Goals can be seen as goals with Dynamic Goal Characteristics that they can only be completed at specific period of time. Excluding Goals which affect Goal Hierarchies by removing other goals also create Dynamic Goal Characteristics in the parent goal.

An important consideration for game design using Dynamic Goal Characteristics is if players should be aware that a goal has Dynamic Goal Characteristics or not, and if they do if they should know how it should vary. Goals that are vague can unproblematically have Dynamic Goal Characteristics if changes to these goals can be seen as progress in either having completed an implicit sub goal or now having a clearer picture of what the goal actually is. Main Goals in games with Narration Structures typically fit this requirement, especially when the Main Goals tie into some kind of diegetic mystery or secret. However, Dynamic Goal Characteristics can be problematic if they require players to begin adopting completely different gameplay skills, tactics, or strategies. King of the Hill is an example where players are aware of the goal having Dynamic Goal Characteristics and this not causing issues since the players know that the variants simply resolves around which players will be targeted by the other players.

Consequences

Dynamic Goal Characteristics in a game makes it have Imperfect Information unless there is a deterministic algorithm modifying the characteristics and this is known by players and the players can deduce more future game states than is needed to complete the goal. Goals with Dynamic Goal Characteristics are Unknown Goals to players that do not know the current characteristics (and thereby gives them Gain Information goals). In contrast, if the characteristics are known, the pattern typically provides Perceivable Margins since players can know how close they are to meeting the goal.

Changes in goals due to Dynamic Goal Characteristics may cause players to replan their Player-Planned Development if they are possible in a game.

Relations

Can Instantiate

Imperfect Information, Perceivable Margins, Resource Generators, Unknown Goals

Can Modulate

Excluding Goals, Goal Hierarchies, Main Goals, Player-Planned Development

Can Be Instantiated By

Ephemeral Goals, King of the Hill, Player-Defined Goals, Role Reversal, Setback Penalties

Resource Generators together with Collections or Eliminate

Can Be Modulated By

Penalties, Facilitating Rewards

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Dynamic Goal Characteristics that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

-