Difference between revisions of "Asymmetric Goals"
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== Relations == | == Relations == | ||
− | + | === Can Instantiate === | |
− | + | [[Asymmetric Starting Conditions]], | |
− | + | [[Replayability]], | |
− | [[Asymmetric Starting Conditions]] | + | |
− | [[ | + | |
[[Varied Gameplay]] | [[Varied Gameplay]] | ||
− | |||
− | |||
− | |||
− | |||
=== Can Modulate === | === Can Modulate === | ||
[[Competition]], | [[Competition]], | ||
+ | [[End State Scoring]], | ||
[[Freedom of Choice]] | [[Freedom of Choice]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Freedom of Choice]], | ||
+ | [[Preventing Goals]], | ||
[[Role Reversal]] | [[Role Reversal]] | ||
Revision as of 10:50, 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
Can Instantiate
Asymmetric Starting Conditions, Replayability, Varied Gameplay
Can Modulate
Competition, End State Scoring, Freedom of Choice
Can Be Instantiated By
Freedom of Choice, Preventing Goals, Role Reversal
Can Be Modulated By
Asymmetric Abilities, Paper-Rock-Scissors
Possible Closure Effects
-
Potentially Conflicting With
Player Balance, Symmetric Goals
History
An updated version of the pattern Asymmetric 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
-