Difference between revisions of "Predefined Goals"
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− | [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] don't provide players (or [[Game Masters]]) with [[Predefined Goals]]. Instead, it is up to [[Game Masters]] to propose goals to the players' [[Characters]] that the players can adopt or invent their own for their [[Characters]]. | + | [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] such as [[Dungeons & Dragons]] don't provide players (or [[Game Masters]]) with [[Predefined Goals]]. Instead, it is up to [[Game Masters]] to propose goals to the players' [[Characters]] that the players can adopt or invent their own for their [[Characters]]. |
== Using the pattern == | == Using the pattern == |
Revision as of 14:05, 19 January 2018
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Predefined Goals are preset by the game designer, usually arranged in a rigid hierarchy, which can only be adaptable by players' choices or interpretations if the design allows it. To make goals unambiguous, Predefined Goals are described using the components of the game and have Rewards described and implemented through the game system. All winnable games, i. e., games where there exists a game state that defines one or several winners, have the predefined primary goal that can be stated as: win the game. This is so common that the existence of such a goal is sometimes used to define what a game is, but examples such as the Sims, Tetris, and Pac-Man show the existence of games that at least question if these definitions are inclusive of all games.
Contents
Examples
Chess has the Predefined Goals for each player to checkmate the other player's king. Monopoly has the Predefined Goal of eliminating all other players by driving them into bankruptcy.
Games of StarCraft is won by eliminating all the units of the opponents, although human opponents may surrender before this happens.
Anti-Examples
Tabletop Roleplaying Games such as Dungeons & Dragons don't provide players (or Game Masters) with Predefined Goals. Instead, it is up to Game Masters to propose goals to the players' Characters that the players can adopt or invent their own for their Characters.
Using the pattern
Can Be Instantiated By
Can Be Modulated By
Asymmetric Information, Ephemeral Goals, Imperfect Information, Information Passing, Perfect Information, Symmetric Information, Unknown Goals
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Predefined Goals let players have goals that are designed for specific purposes in a game. Being able to fulfill them efficiently or repeatedly over game instances are not only an indicator but a reason for players being able to reach Gameplay Mastery of games with them. While this effect of Predefined Goals applies regardless of if players know which Predefined Goals they have at the beginning of the game, Predefined Goals that are also Unknown Goals let players acquire Strategic Knowledge between game instances.
Can Instantiate
Enforced Agent Behavior, Goal Hierarchies
Can Modulate
Analysis Paralysis, Freedom of Choice, Internal Rivalry, Player-Planned Development
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
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Potentially Conflicting With
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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
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