Difference between revisions of "Interferable Goals"
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== Relations == | == Relations == | ||
+ | |||
+ | [[Interruptible Actions]] | ||
+ | [[Time Pressure]] | ||
+ | [[Enemies]] | ||
+ | [[Area Control]] | ||
+ | |||
+ | Instantiates: Conflict | ||
+ | |||
+ | Modulates: Alliances, Race, Symmetric Goals, Symmetric Information | ||
+ | |||
+ | Instantiated by: Last Man Standing, King of the Hill | ||
+ | |||
+ | Potentially conflicting with: Uncertainty of Information, Imperfect Information | ||
=== Can Instantiate === | === Can Instantiate === | ||
− | + | [[Preventing Goals]] | |
==== with ... ==== | ==== with ... ==== |
Revision as of 07:37, 27 September 2016
Goals whose progress or completion can be directly influenced by other players or the game system.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Interruptible Actions Time Pressure Enemies Area Control
Instantiates: Conflict
Modulates: Alliances, Race, Symmetric Goals, Symmetric Information
Instantiated by: Last Man Standing, King of the Hill
Potentially conflicting with: Uncertainty of Information, Imperfect Information
Can Instantiate
with ...
Can Modulate
-
Can Be Instantiated By
-
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
History
An updated version of the pattern Interferable 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
-