Difference between revisions of "Secret Goals"

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(Relations)
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== Using the pattern ==
 
== Using the pattern ==
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[[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 ===
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[[Dedicated Game Facilitators]],
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[[Secret Scoring Mechanisms]]
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=== Can Be Modulated By ===
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[[Turn Taking]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
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=== Can Instantiate ===
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[[Bluffing]],
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[[Complex Gameplay]],
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[[Gain Information]],
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[[Player Unpredictability]],
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[[Roleplaying]],
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[[Tension]]
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=== Can Modulate ===
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[[Internal Conflicts]],
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[[Multiplayer Games]]
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=== Potentially Conflicting With ===
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[[Beat the Leader]],
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[[Predictable Winner]],
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[[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.

Examples

Dead of Winter: A Crossroads Game Battlestar Galactica: The Board Game

Anti-Examples

Chess Go

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

Turn Taking

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

Turn Taking

Possible Closure Effects

-

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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