Difference between revisions of "Incompatible Goals"

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(Using the pattern)
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 
[[Mutual Goals]]
 
[[Mutual Goals]]
 
=== Diegetic Aspects ===
 
 
=== Interface Aspects ===
 
 
=== Narration Aspects ===
 
  
 
== 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.

Examples

Left 4 Dead series

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

Mutual Goals

Consequences

Can Instantiate

Collaborative Actions, Competition, Conflicts, Internal Conflicts, Internal Rivalry, Last Man Standing, Social Dilemmas, Variable Accuracy

with Configuration

Selectable Sets of Goals

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

Selectable Sets of Goals

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

Mutual Goals

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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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