Difference between revisions of "Asymmetric Goals"

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(Relations)
(Relations)
Line 28: Line 28:
  
 
== Relations ==
 
== Relations ==
 
+
=== Can Instantiate ===
[[Replayability]]
+
[[Asymmetric Starting Conditions]],
[[Freedom of Choice]]
+
[[Replayability]],
[[Asymmetric Starting Conditions]]
+
[[End State Scoring]]
+
 
[[Varied Gameplay]]
 
[[Varied Gameplay]]
[[Preventing Goals]]
 
 
=== Can Instantiate ===
 
-
 
  
 
=== 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.

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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

-