Difference between revisions of "Player-Defined Goals"
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− | Instantiated by: [[High Score Lists]], [[Character Development]], [[Ephemeral Goals]], [[Construction]] | + | Instantiated by: [[High Score Lists]], [[Character Development]], [[Ephemeral Goals]], [[Construction]] |
=== Can Instantiate === | === Can Instantiate === |
Revision as of 16:41, 19 January 2018
The one-sentence "definition" that should be in italics.
Goals and subgoals that players can create or customize within the game itself. Structured Player Defined Goals are possible by providing mechanics to let players determine the requirements, rewards, and punishments of the goals by having explicit game rules that govern these goals. By specifying the end conditions and evaluation functions within the game as conditions of the game state, these Player Defined Goals can then be monitored by the game system similarly to other goals.
Example: Player Defined Goals are employed in Diplomacy in a way that the players can set their own secret goals and strategies, but the impact of the Player Defined Goals is more evident when some players agree on acting together against another player. However, the goals are only an agreement between the players and they are not explicitly stated in the game mechanics or rules.
Example: SimCity and most of the other Sim -games are good examples of games where Player Defined Goals are possible and also integral to the resulting gameplay. The gameplay is open as there are no winning conditions provided by the game itself and the game system is complex enough to allow huge amounts of different outcomes. The player is free to choose and pursue as a goal almost any possible game state from building the biggest city to making a strong police state to having fun in bulldozing the suburban areas when they are flourishing.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Instantiated by: High Score Lists, Character Development, Ephemeral Goals, Construction
Can Instantiate
Anticipation, Creative Control, Emotional Engrossment, Extra-Game Consequences, Freedom of Choice, Optional Goals, Preventing Goals
Can Modulate
Mutual Goals, Unwinnable Games
Can Be Instantiated By
Betting, Bidding, Collecting, Player-Planned Development
Can Be Modulated By
Game State Overview, Negotiation, Player Balance
Possible Closure Effects
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Potentially Conflicting With
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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