Difference between revisions of "Continuous Goals"
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== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Hovering Closures]], | [[Hovering Closures]], | ||
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[[Time Limits]], | [[Time Limits]], | ||
[[Time Pressure]] | [[Time Pressure]] | ||
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+ | ==== with [[Algorithmic Agents]] and [[Supporting Goals]] ==== | ||
+ | [[Companions]] | ||
==== with [[Negotiation]] and [[Social Dilemmas]] ==== | ==== with [[Negotiation]] and [[Social Dilemmas]] ==== | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Actions Have Diegetically Social Consequences]], | ||
[[Area Control]], | [[Area Control]], | ||
[[Conceal]], | [[Conceal]], | ||
[[Evade]], | [[Evade]], | ||
+ | [[Factions]], | ||
[[Guard]], | [[Guard]], | ||
[[King of the Hill]], | [[King of the Hill]], | ||
[[Indirect Control]], | [[Indirect Control]], | ||
+ | [[Lives]], | ||
+ | [[Loyalty]], | ||
+ | [[Player-Planned Development]], | ||
[[Preventing Goals]], | [[Preventing Goals]], | ||
[[Races]], | [[Races]], | ||
[[Reconnaissance]], | [[Reconnaissance]], | ||
+ | [[Repeat Combos]], | ||
[[Scores]], | [[Scores]], | ||
[[Survive]], | [[Survive]], |
Revision as of 10:14, 16 March 2018
Goals that require the player to maintain a subset of a certain game state within certain limits.
This pattern is a still a stub.
Contents
Examples
Example: Multiplayer first-person shooters such as Battlefield 1942 have modes where teams score points (or reduce ticks from the opposing team) by controlling strategic locations.
Example: the goal for the king in King of the Hill is to maintain the game state of being the king while the other players have the goal of changing that game state. The same situation appears in Tag, but reversed; the chasing player, "it", has a goal to change the game state by role reversalwhile the other players try to maintain the state.
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Can Instantiate
Hovering Closures, Tension, Time Limits, Time Pressure
with Algorithmic Agents and Supporting Goals
with Negotiation and Social Dilemmas
Cooperation, Dynamic Alliances, Social Organizations
with Encouraged Return Visits
Can Modulate
Can Be Instantiated By
Actions Have Diegetically Social Consequences, Area Control, Conceal, Evade, Factions, Guard, King of the Hill, Indirect Control, Lives, Loyalty, Player-Planned Development, Preventing Goals, Races, Reconnaissance, Repeat Combos, Scores, Survive, Sustenance Rewards, Units
Extended Actions together with Interruptible Actions
Can Be Modulated By
Check Points, Encouraged Return Visits, Goal Points, Time Limits
Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Continuous 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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