Difference between revisions of "Unknown Goals"
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− | '' | + | ''Goals initially, or currently, unknown to the players that have them.'' |
− | + | Games provide goals to players to give them motivations to attempt various activities within the games. However, players may not be given all goals at once in order to facilitate suspense and interesting narratives. The goals that exist in games but are not known to players are [[Unknown Goals]]. | |
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=== Examples === | === Examples === | ||
+ | Most adventure games, e.g. [[Maniac Mansion]] and the [[King's Quest series]], start by providing the players with an overarching goal which motivates the players to complete the game. However, the different subgoals that have to be completed before the main goal is completed are usually unknown, as knowing these would ruin many of the surprises in the narrative. A related example can be found in the [[Super Mario Bros series]] where players may know that they need to collect Star Coins but where they are. | ||
− | + | == Using the pattern == | |
+ | [[Unknown Goals]] are nearly always [[Predefined Goals]], and most often to support [[Predetermined Story Structures]] by being subgoals to larger goals. | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Conceal]], | [[Conceal]], | ||
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[[Levels]] | [[Levels]] | ||
− | + | Games can provide hints that [[Unknown Goals]] exist either through [[Clues]] during gameplay or through [[Level Summaries]] after a specific part of gameplay has finished. | |
− | [[Clues]] | + | |
− | [[Level Summaries]] | + | |
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=== Narration Aspects === | === Narration Aspects === | ||
+ | Besides supporting [[Surprises]] in a game, the use of [[Unknown Goals]] is primarily to support [[Predetermined Story Structures]] and make the players actions relate to the narration. | ||
== Consequences == | == Consequences == | ||
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[[Goal Hierarchies]], | [[Goal Hierarchies]], | ||
[[Player-Planned Development]], | [[Player-Planned Development]], | ||
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[[Rewards]], | [[Rewards]], | ||
[[Selectable Set of Goals]] | [[Selectable Set of Goals]] | ||
Line 81: | Line 68: | ||
[[Player-Planned Development]], | [[Player-Planned Development]], | ||
[[Predefined Goals]], | [[Predefined Goals]], | ||
+ | [[Predetermined Story Structures]], | ||
[[Rewards]], | [[Rewards]], | ||
[[Selectable Set of Goals]] | [[Selectable Set of Goals]] |
Revision as of 09:32, 10 March 2018
Goals initially, or currently, unknown to the players that have them.
Games provide goals to players to give them motivations to attempt various activities within the games. However, players may not be given all goals at once in order to facilitate suspense and interesting narratives. The goals that exist in games but are not known to players are Unknown Goals.
Contents
Examples
Most adventure games, e.g. Maniac Mansion and the King's Quest series, start by providing the players with an overarching goal which motivates the players to complete the game. However, the different subgoals that have to be completed before the main goal is completed are usually unknown, as knowing these would ruin many of the surprises in the narrative. A related example can be found in the Super Mario Bros series where players may know that they need to collect Star Coins but where they are.
Using the pattern
Unknown Goals are nearly always Predefined Goals, and most often to support Predetermined Story Structures by being subgoals to larger goals.
Can Be Instantiated By
Conceal, Dedicated Game Facilitators, Dynamic Goal Characteristics, Ephemeral Goals, Imperfect Information, Levels
Games can provide hints that Unknown Goals exist either through Clues during gameplay or through Level Summaries after a specific part of gameplay has finished.
Narration Aspects
Besides supporting Surprises in a game, the use of Unknown Goals is primarily to support Predetermined Story Structures and make the players actions relate to the narration.
Consequences
Can Instantiate
Gain Information, Parties, Surprises
with Predefined Goals
Can Modulate
Committed Goals, Competition, Goal Hierarchies, Player-Planned Development, Rewards, Selectable Set of Goals
Potentially Conflicting With
Replayability, Symmetric Goals, Trans-Game Information
Relations
Can Instantiate
Gain Information, Parties, Surprises
with Predefined Goals
Can Modulate
Committed Goals, Competition, Goal Hierarchies, Player-Planned Development, Predefined Goals, Predetermined Story Structures, Rewards, Selectable Set of Goals
Can Be Instantiated By
Conceal, Dedicated Game Facilitators, Dynamic Goal Characteristics, Ephemeral Goals, Imperfect Information, Levels
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
Replayability, Symmetric Goals, Trans-Game Information
History
An updated version of the pattern Unknown 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
-