Difference between revisions of "Selectable Set of Goals"

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(Relations)
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== Using the pattern ==
 
== Using the pattern ==
 +
 +
=== Can Modulate ===
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[[Excluding Goals]],
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[[Goal Hierarchies]],
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[[Grind Achievements]],
 +
[[Open Destiny]],
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[[Polyathlons]],
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[[Predetermined Story Structures]],
 +
[[Predictable Consequences]]
 +
 +
=== Can Be Instantiated By ===
 +
[[Actions Have Diegetically Social Consequences]],
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[[Area Control]],
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[[Choke Points]],
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[[Flanking Routes]],
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[[Open Destiny]],
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[[Optional Goals]],
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[[Predefined Goals]]
 +
 +
[[Configuration]] together with [[Incompatible Goals]]
 +
 +
=== Can Be Modulated By ===
 +
[[Ephemeral Goals]],
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[[Strategic Knowledge]],
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[[Unknown Goals]]
 +
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
 +
=== Can Instantiate ===
 +
[[Analysis Paralysis]],
 +
[[Balancing Effects]],
 +
[[Challenging Gameplay]],
 +
[[Enforced Agent Behavior]],
 +
[[Freedom of Choice]],
 +
[[Internal Conflicts]],
 +
[[Open Destiny]],
 +
[[Replayability]],
 +
[[Risk/Reward]],
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[[Trade-Offs]],
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[[Varied Gameplay]]
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 +
==== with [[Excluding Goals]] ====
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[[Replayability]]
 +
 +
==== with [[Polyathlons]] ====
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[[Extra-Game Information]]
 +
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==== with [[Traverse]] ====
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[[Freedom of Choice]]
  
 
== Relations ==
 
== Relations ==

Revision as of 16:04, 25 January 2018

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Can Modulate

Excluding Goals, Goal Hierarchies, Grind Achievements, Open Destiny, Polyathlons, Predetermined Story Structures, Predictable Consequences

Can Be Instantiated By

Actions Have Diegetically Social Consequences, Area Control, Choke Points, Flanking Routes, Open Destiny, Optional Goals, Predefined Goals

Configuration together with Incompatible Goals

Can Be Modulated By

Ephemeral Goals, Strategic Knowledge, Unknown Goals


Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Can Instantiate

Analysis Paralysis, Balancing Effects, Challenging Gameplay, Enforced Agent Behavior, Freedom of Choice, Internal Conflicts, Open Destiny, Replayability, Risk/Reward, Trade-Offs, Varied Gameplay

with Excluding Goals

Replayability

with Polyathlons

Extra-Game Information

with Traverse

Freedom of Choice

Relations

Can Instantiate

Analysis Paralysis, Balancing Effects, Challenging Gameplay, Enforced Agent Behavior, Freedom of Choice, Internal Conflicts, Open Destiny, Replayability, Risk/Reward, Trade-Offs, Varied Gameplay

with Excluding Goals

Replayability

with Polyathlons

Extra-Game Information

with Traverse

Freedom of Choice

Can Modulate

Excluding Goals, Goal Hierarchies, Grind Achievements, Open Destiny, Polyathlons, Predetermined Story Structures, Predictable Consequences

Can Be Instantiated By

Actions Have Diegetically Social Consequences, Area Control, Choke Points, Flanking Routes, Open Destiny, Optional Goals, Predefined Goals

Configuration together with Incompatible Goals

Can Be Modulated By

Ephemeral Goals, Strategic Knowledge, Unknown Goals

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Selectable Sets of 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

-