Difference between revisions of "Mutual Goals"

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(Relations)
(Consequences)
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== Consequences ==
 
== Consequences ==
 +
=== Can Instantiate ===
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[[Alliances]],
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[[Shared Rewards]],
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[[Symbiotic Player Relations]],
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[[Symmetric Goals]],
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[[Team Accomplishments]]
 +
 +
==== with [[Agents]] ====
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[[Teams]]
 +
 +
==== with [[Algorithmic Agents]] ====
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[[Companions]]
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==== with [[Shared Rewards]] ====
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[[Cooperation]]
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=== Can Modulate ===
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[[Competition]],
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[[Mutual FUBAR Enjoyment]],
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[[Penalties]],
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[[Player-Decided Distributions]],
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[[Rewards]],
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[[Shared Resources]],
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[[Team Elimination]]
  
 
== Relations ==
 
== Relations ==

Revision as of 20:18, 6 August 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Left 4 Dead series

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Can Instantiate

Alliances, Shared Rewards, Symbiotic Player Relations, Symmetric Goals, Team Accomplishments

with Agents

Teams

with Algorithmic Agents

Companions

with Shared Rewards

Cooperation

Can Modulate

Competition, Mutual FUBAR Enjoyment, Penalties, Player-Decided Distributions, Rewards, Shared Resources, Team Elimination

Relations

Can Instantiate

Alliances, Shared Rewards, Symbiotic Player Relations, Symmetric Goals, Team Accomplishments

with Agents

Teams

with Algorithmic Agents

Companions

with Shared Rewards

Cooperation

Can Modulate

Competition, Mutual FUBAR Enjoyment, Penalties, Player-Decided Distributions, Rewards, Shared Resources, Team Elimination

Can Be Instantiated By

Factions Ownership, Shared Penalties, Shared Rewards

Can Be Modulated By

Asymmetric Resource Distribution, Betrayal, Individual Penalties, Individual Rewards, Negotiation, Player Defined Goals, Secret Alliances, Shared Penalties

Possible Closure Effects

-

Potentially Conflicting With

Conflict, Incompatible Goals

History

An updated version of the pattern Mutual Goals 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

-