Difference between revisions of "Secret Goals"
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== Using the pattern == | == Using the pattern == | ||
+ | [[Secret Goals]] are typically introduced in [[Multiplayer Games]] to introduce [[Player Unpredictability]] and [[Tension]], and by doing so make it more difficult to perceive a [[Predictable Winner]]. This in turn makes it less likely that players will try to [[Beat the Leader]] or begin [[Surrendering]] due to feeling that they cannot win or have meaningful gameplay any longer. | ||
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+ | |||
+ | === Can Be Instantiated By === | ||
+ | [[Dedicated Game Facilitators]], | ||
+ | [[Secret Scoring Mechanisms]] | ||
+ | |||
+ | === Can Be Modulated By === | ||
+ | [[Turn Taking]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Consequences == | == Consequences == | ||
+ | === Can Instantiate === | ||
+ | [[Bluffing]], | ||
+ | [[Complex Gameplay]], | ||
+ | [[Gain Information]], | ||
+ | [[Player Unpredictability]], | ||
+ | [[Roleplaying]], | ||
+ | [[Tension]] | ||
+ | |||
+ | === Can Modulate === | ||
+ | [[Internal Conflicts]], | ||
+ | [[Multiplayer Games]] | ||
+ | |||
+ | === Potentially Conflicting With === | ||
+ | [[Beat the Leader]], | ||
+ | [[Predictable Winner]], | ||
+ | [[Surrendering]] | ||
== Relations == | == Relations == |
Revision as of 12:48, 17 January 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Dead of Winter: A Crossroads Game Battlestar Galactica: The Board Game
Anti-Examples
Using the pattern
Secret Goals are typically introduced in Multiplayer Games to introduce Player Unpredictability and Tension, and by doing so make it more difficult to perceive a Predictable Winner. This in turn makes it less likely that players will try to Beat the Leader or begin Surrendering due to feeling that they cannot win or have meaningful gameplay any longer.
Can Be Instantiated By
Dedicated Game Facilitators, Secret Scoring Mechanisms
Can Be Modulated By
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Instantiate
Bluffing, Complex Gameplay, Gain Information, Player Unpredictability, Roleplaying, Tension
Can Modulate
Internal Conflicts, Multiplayer Games
Potentially Conflicting With
Beat the Leader, Predictable Winner, Surrendering
Relations
Can Instantiate
Bluffing, Complex Gameplay, Gain Information, Player Unpredictability, Roleplaying, Tension
Can Modulate
Internal Conflicts, Multiplayer Games
Can Be Instantiated By
Dedicated Game Facilitators, Secret Scoring Mechanisms
Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
Beat the Leader, Predictable Winner, Surrendering
History
New pattern created in this wiki.
References
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Acknowledgements
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