Difference between revisions of "Mutual Goals"
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− | [[Mutual Goals]] are typically used to provide players with [[Shared Rewards]] for some activity, and if [[Agents]] shared those goals create [[Teams]]. Another reason is to make [[Algorithmic Agents]] into [[Companions]] by giving them [[Mutual Goals]] with a player. | + | [[Mutual Goals]] are typically used to provide players with [[Shared Rewards]] and/or [[Shared Penalties]] for some activity, and if [[Agents]] shared those goals create [[Teams]]. Another reason is to make [[Algorithmic Agents]] into [[Companions]] by giving them [[Mutual Goals]] with a player. |
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[[Ownership]], | [[Ownership]], | ||
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=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 13:38, 11 August 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Mutual Goals are typically used to provide players with Shared Rewards and/or Shared Penalties for some activity, and if Agents shared those goals create Teams. Another reason is to make Algorithmic Agents into Companions by giving them Mutual Goals with a player.
Can Modulate
Competition, Factions, Mutual FUBAR Enjoyment, Penalties, Player-Decided Distributions, Rewards, Shared Resources, Team Elimination
Can Be Instantiated By
Can Be Modulated By
Asymmetric Resource Distribution, Betrayal, Individual Penalties, Individual Rewards, Negotiation, Player Defined Goals, Secret Alliances,
Mutual Goals can be modified in several different ways.
Quite naturally, the Mutual Goals players have with each other cannot be Incompatible Goals. It is also difficult to have Mutual Goals over that which one has Conflicts regarding.
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
That Mutual Goals most often provide Shared Rewards can give rise to Alliances if those sharing the goals are not already in Teams, and Cooperation as well as Symbiotic Player Relations in both cases. The Mutual Goals are by definition Symmetric Goals and succeeding with them are often Team Accomplishments.
Relations
Can Instantiate
Alliances, Shared Rewards, Symbiotic Player Relations, Symmetric Goals, Team Accomplishments
with Agents
with Algorithmic Agents
Can Modulate
Factions, Competition, Mutual FUBAR Enjoyment, Penalties, Player-Decided Distributions, Rewards, Shared Resources, Team Elimination
Can Be Instantiated By
Ownership, Shared Penalties, Shared Rewards
Can Be Modulated By
Asymmetric Resource Distribution, Betrayal, Individual Penalties, Individual Rewards, Negotiation, Player Defined Goals, Secret Alliances
Possible Closure Effects
-
Potentially Conflicting With
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
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-