Difference between revisions of "Asymmetric Goals"
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− | '' | + | ''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 === | === 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. | |
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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.
Contents
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
-
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
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