Difference between revisions of "Committed Goals"
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Modulates: [[Rewards]], [[Player-Decided Distributions]], [[Area Control]] | Modulates: [[Rewards]], [[Player-Decided Distributions]], [[Area Control]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Gain Information]] | [[Gain Information]] | ||
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=== Can Modulate === | === Can Modulate === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
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=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 10:42, 17 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
Analysis Paralysis Time Pressure Betrayal Non-Player Characters Enforced Agent Behavior Factions Extra-Game Consequences Internal Conflicts Loyalty Single-Player Games Ephemeral Goals Delayed Reciprocity Collaborative Actions Pottering Quests Shared Penalties Penalties Closure Points Trade-Offs Unknown Goals
secret goals + committed goals -> gain information?
Modulates: Rewards, Player-Decided Distributions, Area Control
Can Instantiate
Can Modulate
-
Can Be Instantiated By
Can Be Modulated By
Negotiation, Risk/Reward, Unknown Goals
Possible Closure Effects
-
Potentially Conflicting With
-
History
An updated version of the pattern Committed 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
-