Difference between revisions of "Incompatible Goals"
(→Using the pattern) |
|||
Line 35: | Line 35: | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
[[Mutual Goals]] | [[Mutual Goals]] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
== Consequences == | == Consequences == |
Revision as of 08:36, 28 September 2016
Two or more goals that cannot be fulfilled simultaneously due to having end conditions that are mutually exclusive.
This pattern is a still a stub.
Contents
Examples
In the board game Time Agent, six different species try to manipulate the past so that events promoting their species occur and events bad for them disappear out of history. Most of these events have at least one species wanting them to exist and at least one species that wants to erase them.
Example: Tag, where the goal of the chaser to catch the other players, the chaser's goal of tagging cannot be fulfilled at the same time as other players' goals of not being caught.
Anti-Examples
optional
Using the pattern
Two forms of Incompatible Goals exists; those that cannot at all be completed at the same time and those that cannot be completed by one player at the same time. The latter can be used to ensure that one players cannot block other players from all goals as well as actually encouraging players to perform Collaborative Actions of completing these simultaneously. The main reason for this is if completion the Incompatible Goals simultaneously is in fact another goal, e.g. having to press two different buttons at different locations to trigger an effect.
Can Be Instantiated By
Connection, Contact, Excluding Goals, Open Destiny, Preventing Goals, Varied Gameplay
Potentially Conflicting With
Consequences
Can Instantiate
Collaborative Actions, Competition, Conflicts, Internal Conflicts, Internal Rivalry, Last Man Standing, Social Dilemmas, Variable Accuracy
with Configuration
Can Modulate
Attention Swapping, Narration Structures, Player-Planned Development, Roleplaying, Sidequests
Relations
Can Instantiate
Collaborative Actions, Competition, Conflicts, Internal Conflicts, Internal Rivalry, Last Man Standing, Social Dilemmas, Variable Accuracy
with Configuration
Can Modulate
Attention Swapping, Narration Structures, Player-Planned Development, Roleplaying, Sidequests
Can Be Instantiated By
Connection, Contact, Excluding Goals, Open Destiny, Preventing Goals, Varied Gameplay
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
History
An updated version of the pattern Incompatible 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
-