Difference between revisions of "Preventing Goals"
(→Relations) |
|||
Line 51: | Line 51: | ||
[[Game State Overviews]] | [[Game State Overviews]] | ||
− | + | Instantiated by: [[Construction]], [[Perfect Information]], [[Enemies]], [[Conceal]], [[Survive]], [[Eliminate]] | |
+ | |||
+ | Modulated by: Game State Overview | ||
+ | |||
+ | === Can Instantiate === | ||
+ | [[Asymmetric Goals]], | ||
+ | [[Conflicts]], | ||
[[Continuous Goals]], | [[Continuous Goals]], | ||
− | + | [[Excluding Goals]], | |
[[Interferable Goals]], | [[Interferable Goals]], | ||
[[Incompatible Goals]], | [[Incompatible Goals]], | ||
− | |||
− | |||
[[Limited Planning Ability]] | [[Limited Planning Ability]] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
=== Can Modulate === | === Can Modulate === | ||
− | + | [[Negotiation]] | |
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | - | + | [[Player-Defined Goals]] |
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 07:49, 26 September 2016
Goals where the objective is to prevent a completion of another goal.
This pattern is a still a stub.
Contents
Examples
Example: The goal of the goalkeeper in Soccer is to prevent the opposing team's players from score goals.
Example: The goal in Backgammon is to move each individual piece to the inner table and one can prevent the other player from achieving this in two ways: by hitting the opponent's piece when moving one's own pieces or by blocking the piece by placing two or more pieces on area of the game board. The first case directly affects the opponent's piece as it interferes with the game state (the position of the piece) defining the opponent's goal. The second case indirectly prevents the goal as it does not affect the piece but may block future moves of the piece.
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Time Limits Challenging Gameplay Algorithmic Agents Non-Player Characters Enemies Multiplayer Games Alignment Loyalty Ephemeral Goals Capture Combat Stealth Reconnaissance Rescue Evade Guard Herd Excluding Goals Eliminate Game State Overviews
Instantiated by: Construction, Perfect Information, Enemies, Conceal, Survive, Eliminate
Modulated by: Game State Overview
Can Instantiate
Asymmetric Goals, Conflicts, Continuous Goals, Excluding Goals, Interferable Goals, Incompatible Goals, Limited Planning Ability
Can Modulate
Can Be Instantiated By
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
History
An updated version of the pattern Preventing 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
-