Difference between revisions of "Predefined Goals"
From gdp3
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== Relations == | == Relations == | ||
− | + | === Can Instantiate === | |
− | [[Enforced Agent Behavior]] | + | [[Enforced Agent Behavior]], |
− | + | [[Gameplay Mastery]], | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | [[Gameplay Mastery]] | + | |
[[Goal Hierarchies]] | [[Goal Hierarchies]] | ||
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==== with [[Unknown Goals]] ==== | ==== with [[Unknown Goals]] ==== | ||
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=== Can Modulate === | === Can Modulate === | ||
− | [[Analysis Paralysis]] | + | [[Analysis Paralysis]], |
+ | [[Freedom of Choice]], | ||
+ | [[Internal Rivalry]], | ||
+ | [[Player-Planned Development]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | + | [[Factions]] | |
=== Can Be Modulated By === | === Can Be Modulated By === | ||
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[[Ephemeral Goals]], | [[Ephemeral Goals]], | ||
[[Imperfect Information]], | [[Imperfect Information]], | ||
+ | [[Information Passing]], | ||
[[Perfect Information]], | [[Perfect Information]], | ||
[[Symmetric Information]], | [[Symmetric Information]], |
Revision as of 14:53, 12 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
Can Instantiate
Enforced Agent Behavior, Gameplay Mastery, Goal Hierarchies
with Unknown Goals
Can Modulate
Analysis Paralysis, Freedom of Choice, Internal Rivalry, Player-Planned Development
Can Be Instantiated By
Can Be Modulated By
Asymmetric Information, Ephemeral Goals, Imperfect Information, Information Passing, Perfect Information, Symmetric Information, Unknown Goals
Possible Closure Effects
-
Potentially Conflicting With
-
History
An updated version of the pattern Predefined 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
-