Difference between revisions of "Committed Goals"
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== Relations == | == Relations == | ||
+ | [[Analysis Paralysis]] | ||
+ | [[Time Pressure]] | ||
+ | [[Betrayal]] | ||
+ | [[Non-Player Characters]] | ||
+ | [[Enforced Agent Behavior]] | ||
+ | [[Factions]] | ||
+ | [[Extra-Game Consequences]] | ||
+ | [[Internal Conflicts]] | ||
+ | [[Loyalty]] | ||
+ | [[Single-Player Games]] | ||
+ | [[Ephemeral Goals]] | ||
+ | [[Delayed Reciprocity]] | ||
+ | [[Collaborative Actions]] | ||
+ | [[Pottering]] | ||
+ | [[Quests]] | ||
+ | [[Shared Penalties]] | ||
+ | [[Penalties]] | ||
+ | [[Closure Points]] | ||
+ | [[Trade-Offs]] | ||
+ | [[Unknown Goals]] | ||
+ | |||
+ | Instantiates: [[Gain Information]] | ||
+ | Modulates: [[Risk/Reward]], [[Rewards]], [[Player-Decided Distributions]], [[Area Control]], [[Closure Points]] | ||
+ | Instantiated by: [[Collaborative Actions]], [[Investments]] | ||
+ | Modulated by: [[Risk/Reward]], [[Negotiation]] | ||
=== Can Instantiate === | === Can Instantiate === |
Revision as of 10:55, 6 March 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
Analysis Paralysis Time Pressure Betrayal Non-Player Characters Enforced Agent Behavior Factions Extra-Game Consequences Internal Conflicts Loyalty Single-Player Games Ephemeral Goals Delayed Reciprocity Collaborative Actions Pottering Quests Shared Penalties Penalties Closure Points Trade-Offs Unknown Goals
Instantiates: Gain Information Modulates: Risk/Reward, Rewards, Player-Decided Distributions, Area Control, Closure Points Instantiated by: Collaborative Actions, Investments Modulated by: Risk/Reward, Negotiation
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
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Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Committed 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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