Difference between revisions of "Guard"

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(Using the pattern)
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== Using the pattern ==
 
== Using the pattern ==
Creating [[Guard]] goals consist of two components: choosing the objectives to be guarded and the means by which the objective can be guarded. The latter of these also implies that ways for the goals to fail are designed if they not already exist; in most cases this requires the creation of [[Enemies]].
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Creating [[Guard]] goals consist of two components: choosing the objectives to be guarded and the means by which the objective can be guarded. The latter of these also implies that ways for the goals to fail are designed if they not already exist; in most cases this requires the creation of [[Enemies]]. Examples of objectives to protect include [[Non-Player Characters]], [[Strategic Locations]], [[Strongholds]] and any areas that players need to have [[Area Control]] over. The presence of [[Fog of War]] can in itself require players to set up [[Guard]] goals.
  
Examples of objectives to protect include [[Non-Player Characters]], [[Strategic Locations]], [[Strongholds]] and any areas that players need to have [[Area Control]] over. The presence of [[Fog of War]] can in itself require players to set up [[Guard]] goals.
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The means of guarding can be divided into two main categories: passive and active. Passive actions include changing the environment, e. g., through placing [[Traps]] or [[Alarms]], or making certain activities impossible for the other player, e. g., by occupying a space and thereby hindering the other player from entering that space, but do not affect the actual game value associated with game elements under the other player's control. Active guarding actions are those that directly change value of game elements, e.g. engaging in [[Combat]] with intruders. Of course, passive actions can have second-order consequences that affect game elements, e.g. setting off [[Alarms]] may call guards that then enter into [[Combat]] with perceived [[Enemies]]. The ease of [[Guard]] goals can easily be modified by terrain features such as [[Choke Points]], [[Flanking Routes]], and [[Galleries]], and more generally how well-suited areas are for [[Camping]].
  
The means of guarding can be divided into two main categories: passive and active. Passive actions include changing the environment, e. g., through placing [[Traps]] or [[Alarms]], or making certain activities impossible for the other player, e. g., by occupying a space and thereby hindering the other player from entering that space, but do not affect the actual game value associated with game elements under the other player's control. Active guarding actions are those that directly change value of game elements, e.g. engaging in [[Combat]] with intruders. Of course, passive actions can have second-order consequences that affect game elements, e.g. setting off [[Alarms]] may call guards that then enter into [[Combat]] with perceived [[Enemies]].
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If the goals opposing the [[Guard]] goals are [[Optional Goals]] to the opponents, e.g. if the opponents can choose to [[Capture]] an area or simply bypass it, the [[Guard]] goal may never be fulfilled. However, not actively trying to ensure that the [[Guard]] goals are fulfill compared to pursuing other goals are [[Tradeoffs]] between the perceived [[Risk/Reward]] of the different tactics.
 
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Another way to complicate Guard goals is to make the area that is to be guarded too large to be watched at one time and using Fog of War; forcing players to have Reconnaissance goals.
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If players are free to position game elements used in the task of guarding, the positioning of them promotes Stimulated Planning and allows players to make use of Strategic Knowledge about Strategic Location s, e. g., elevated positions.
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If the goals opposing the Guard goal are Optional Goals to the opponents, i. e., if they can choose to Traverse to the guarded area and Capture the guarded game element or do something completely different, the Guard goal may never be fulfilled. However, not actively trying to ensure that the Guard goal is fulfill compared to pursuing other goals is a Tradeoff to the player with the Guard goal between the perceived Risk/Reward of the different tactics.
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=== Can Be Modulated By ===
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[[Camping]],
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[[Choke Points]],
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[[Flanking Routes]],
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[[Galleries]],
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-- can be inst by --
 
-- can be inst by --
 
 
[[Non-Player Characters]]
 
[[Non-Player Characters]]
  
 
-- can be mod by --
 
-- can be mod by --
[[Alarms]]
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[[Alarms]],
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[[Strategic Knowledge]]
  
 
-- can inst --
 
-- can inst --
 
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[[Reconnaissance]],
[[Reconnaissance]]
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[[Stimulated Planning]],
 +
[[Tradeoffs]]
  
 
== Consequences ==
 
== Consequences ==
[[Guard]] goals require observation of specific areas, game elements, or players in games and through this are [[Attention Demanding]]. They are typically [[Preventing Goals]] related to [[Capture]] and therefore lead to [[Conflict]]. Further, they are [[Continuous Goals]] as they are only completed after there are no chances of the guarded game elements being stolen or gameplay areas entered. Failure to [[Guard]] objectives  due to [[Combat]] or [[Stealth]] activities of others can transform the [[Guard]] goals into [[Rescue]] goals.
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[[Guard]] goals require observation of specific areas, game elements, or players in games and through this are [[Attention Demanding]]. This can lead to [[Reconnaissance]] goals if the area to [[Guard]] is too large to have any complete overview at in one glance. They are typically [[Preventing Goals]] related to [[Capture]] and therefore lead to [[Conflict]]. Further, they are [[Continuous Goals]] as they are only completed after there are no chances of the guarded game elements being stolen or gameplay areas entered. Failure to [[Guard]] objectives  due to [[Combat]] or [[Stealth]] activities of others can transform the [[Guard]] goals into [[Rescue]] goals.
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If players are free to position game elements used in the task of guarding, the positioning of them promotes [[Stimulated Planning]] and allows players to make use of [[Strategic Knowledge]] about [[Strategic Locations]].
  
 
[[Guard]] goals often make those that have them feel they have [[Ownership]] over what is guarded, even though it may not be the case in either a game system or the [[Alternative Realities|Alternative Reality]] of a game.
 
[[Guard]] goals often make those that have them feel they have [[Ownership]] over what is guarded, even though it may not be the case in either a game system or the [[Alternative Realities|Alternative Reality]] of a game.
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[[Continuous Goals]],  
 
[[Continuous Goals]],  
 
[[Ownership]],  
 
[[Ownership]],  
[[Preventing Goals]]
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[[Preventing Goals]],
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[[Reconnaissance]]
  
 
==== with [[Combat]] or [[Stealth]] ====
 
==== with [[Combat]] or [[Stealth]] ====

Revision as of 18:37, 16 October 2011

The goal to hinder other players or game elements from accessing particular gameplay areas or particular game elements.

The nature of a Guard goal may range from simply detecting when another play is actively trying to achieve the goal, for example being within a certain prohibited area, to actively trying to preempt the other player's actions. This blocking of another player's goal may be of an ephemeral nature, e. g., standing in a doorway when there are other doorways, or it may be more permanent, such as killing the player's Avatar so the player is out of the game.

Examples

Chess and Stratego are games that are lost if one fails the mission to guard a specific game element: the king in Chess and the flag in Stratego.

The goalkeeper in Soccer must Guard their team's goal so that the ball does not enter it.

Guard goals often appear in First-Person Shooters. As one example, the terrorist team on some Counter-Strike levels need to Guard hostages until match times run out. Another example is how teams in capture the flag matches (found for example in the Quake and Unreal Tournament series) need to guard their own flag, as is how teams need to guard the control points in the Battlefield series.

Using the pattern

Creating Guard goals consist of two components: choosing the objectives to be guarded and the means by which the objective can be guarded. The latter of these also implies that ways for the goals to fail are designed if they not already exist; in most cases this requires the creation of Enemies. Examples of objectives to protect include Non-Player Characters, Strategic Locations, Strongholds and any areas that players need to have Area Control over. The presence of Fog of War can in itself require players to set up Guard goals.

The means of guarding can be divided into two main categories: passive and active. Passive actions include changing the environment, e. g., through placing Traps or Alarms, or making certain activities impossible for the other player, e. g., by occupying a space and thereby hindering the other player from entering that space, but do not affect the actual game value associated with game elements under the other player's control. Active guarding actions are those that directly change value of game elements, e.g. engaging in Combat with intruders. Of course, passive actions can have second-order consequences that affect game elements, e.g. setting off Alarms may call guards that then enter into Combat with perceived Enemies. The ease of Guard goals can easily be modified by terrain features such as Choke Points, Flanking Routes, and Galleries, and more generally how well-suited areas are for Camping.

If the goals opposing the Guard goals are Optional Goals to the opponents, e.g. if the opponents can choose to Capture an area or simply bypass it, the Guard goal may never be fulfilled. However, not actively trying to ensure that the Guard goals are fulfill compared to pursuing other goals are Tradeoffs between the perceived Risk/Reward of the different tactics.

-- can be inst by -- Non-Player Characters

-- can be mod by -- Alarms, Strategic Knowledge

-- can inst -- Reconnaissance, Stimulated Planning, Tradeoffs

Consequences

Guard goals require observation of specific areas, game elements, or players in games and through this are Attention Demanding. This can lead to Reconnaissance goals if the area to Guard is too large to have any complete overview at in one glance. They are typically Preventing Goals related to Capture and therefore lead to Conflict. Further, they are Continuous Goals as they are only completed after there are no chances of the guarded game elements being stolen or gameplay areas entered. Failure to Guard objectives due to Combat or Stealth activities of others can transform the Guard goals into Rescue goals.

If players are free to position game elements used in the task of guarding, the positioning of them promotes Stimulated Planning and allows players to make use of Strategic Knowledge about Strategic Locations.

Guard goals often make those that have them feel they have Ownership over what is guarded, even though it may not be the case in either a game system or the Alternative Reality of a game.

Relations

Can Instantiate

Attention Demanding, Conflict, Continuous Goals, Ownership, Preventing Goals, Reconnaissance

with Combat or Stealth

Rescue

Can Modulate

Capture

Can Be Instantiated By

Area Control, Enemies, Fog of War, Strategic Locations, Strongholds

Can Be Modulated By

Camping, Choke Points, Flanking Routes, Galleries, Traps

Possible Closure Effects

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Potentially Conflicting With

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History

An updated version of the pattern Guard 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

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