Difference between revisions of "Asymmetric Goals"

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[[Category:To be Published]]
 
[[Category:To be Published]]
 
[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
''The one-sentence "definition" that should be in italics.''
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''Goals that from a systemic perspective are asymmetric to each other.''
  
This pattern is a still a stub.
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There are often reasons to compare goals in games, e.g. because they are different ways to winning a game or because one wants to compare one's own goals to that of others. When goals share the same scope or level of detail but differ in requirements or rewards they are [[Asymmetric Goals]].
  
 
=== Examples ===
 
=== Examples ===
Example: In the children's game Tag, the chaser has the goal of catching another player, while the other players try to avoid the chaser, making the goals asymmetric.
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In the children's game [[Tag]], the chaser has the goal of catching another player, while the other players try to avoid the chaser, making the goals asymmetric.
  
Example: The collectable card game Illuminati: New World Order does have Symmetric Goals that all players have, but the game also allows individual players to have secret goal cards, which promote radically different goals, creating an additional set of Asymmetric Goals between the players.
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The collectable card game [[Illuminati: New World Order]] has [[Asymmetric Goals]] in that all players have individual secret goal goals (which complement common winning goals that all players also have).
  
Example: The board game Space Hulk provides players with many low-level Asymmetric Goals by matching slow-moving space marines, which have ranged weapons, against fast-moving aliens, which can only fight in close combat.
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The board game [[Space Hulk]] provides players with many low-level [[Asymmetric Goals]] by matching slow-moving space marines, which have ranged weapons, against fast-moving aliens, which can only fight in close combat.
 
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==== Anti-Examples ====
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optional
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== Using the pattern ==
 
== Using the pattern ==

Revision as of 12:57, 14 March 2018

Goals that from a systemic perspective are asymmetric to each other.

There are often reasons to compare goals in games, e.g. because they are different ways to winning a game or because one wants to compare one's own goals to that of others. When goals share the same scope or level of detail but differ in requirements or rewards they are Asymmetric Goals.

Examples

In the children's game Tag, the chaser has the goal of catching another player, while the other players try to avoid the chaser, making the goals asymmetric.

The collectable card game Illuminati: New World Order has Asymmetric Goals in that all players have individual secret goal goals (which complement common winning goals that all players also have).

The board game Space Hulk provides players with many low-level Asymmetric Goals by matching slow-moving space marines, which have ranged weapons, against fast-moving aliens, which can only fight in close combat.

Using the pattern

Can Be Instantiated By

Freedom of Choice, Preventing Goals, Role Reversal

Can Be Modulated By

Asymmetric Abilities, Paper-Rock-Scissors

Potentially Conflicting With

Player Balance, Symmetric Goals

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Can Instantiate

Asymmetric Starting Conditions, Asymmetric Gameplay, Replayability, Varied Gameplay

Can Modulate

Competition, End State Scoring, Freedom of Choice

Relations

Can Instantiate

Asymmetric Starting Conditions, Asymmetric Gameplay, 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

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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

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