Difference between revisions of "Player-Defined Goals"
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== Relations == | == Relations == | ||
+ | Instantiates: [[Emotional Engrossment]], [[Anticipation]], [[Creative Control]], [[Freedom of Choice]], [[Preventing Goals]], [[Extra-Game Consequences]], [[Tension]] | ||
+ | |||
+ | Modulates: [[Rewards]], [[Mutual Goals]] | ||
+ | |||
+ | Instantiated by: [[High Score Lists]], [[Bidding]], [[Character Development]], [[Ephemeral Goals]], [[Construction]], [[Illusionary Rewards]], [[Characters]], [[Betting]], [[Easter Eggs]], [[Collecting]], [[Planned Character Development]] | ||
+ | |||
+ | Modulated by: [[Player Balance]], [[Rewards]], [[Penalties]], [[Game State Overview]], [[Negotiation]] | ||
+ | |||
+ | Potentially conflicting with: [[Goal Indicators]], [[Narration Structures]] | ||
+ | |||
+ | [[Unwinnable Games]] | ||
+ | [[Preventing Goals]] | ||
=== Can Instantiate === | === Can Instantiate === |
Revision as of 16:17, 19 January 2018
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Instantiates: Emotional Engrossment, Anticipation, Creative Control, Freedom of Choice, Preventing Goals, Extra-Game Consequences, Tension
Modulates: Rewards, Mutual Goals
Instantiated by: High Score Lists, Bidding, Character Development, Ephemeral Goals, Construction, Illusionary Rewards, Characters, Betting, Easter Eggs, Collecting, Planned Character Development
Modulated by: Player Balance, Rewards, Penalties, Game State Overview, Negotiation
Potentially conflicting with: Goal Indicators, Narration Structures
Unwinnable Games Preventing Goals
Can Instantiate
with ...
Can Modulate
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Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Player Defined 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
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