Difference between revisions of "Committed Goals"
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− | + | While many goals can be [[Committed Goals]] or share much with [[Committed Goals]], the defining feature of [[Committed Goals]] is that the commitment brings with it a (potential) penalty. This can either be that players can suffer a penalty or have forsaken the chance to fulfill other goals. | |
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=== Can Modulate === | === Can Modulate === |
Revision as of 22:47, 17 March 2018
Goals that players have entered a form of contract to try and fulfill.
Although most games have many goals in them, players do not have to accept or strive to complete all of them. However, there are goals that players need to strive towards. This might be because they are forced to or because they will suffer some form of penalty if the goals are not completed. Such goals are Committed Goals. Another type of Committed Goal occur when players have to choose between a number of goals to try and complete; here the commitment is based on the fact that players have chosen so they cannot succeed with other goals and thereby committed themselves to the chosen goals.
Contents
Examples
The winning conditions of games such as Chess or Go are Committed Goals that players have to strive for; if they are not working toward these conditions, they are not playing the game.
In the board game Ticket to Ride, players can commit to building a railway line between cities. Once committed, the player will at the end of the game either receive a certain amount of points if successful or be penalized by the same amount if the line is not completed. A similar example can be found in the trick-based card game Bridge.
Using the pattern
While many goals can be Committed Goals or share much with Committed Goals, the defining feature of Committed Goals is that the commitment brings with it a (potential) penalty. This can either be that players can suffer a penalty or have forsaken the chance to fulfill other goals.
Can Modulate
Betrayal, Closure Points, Internal Conflicts, Player-Decided Distributions
Can Be Instantiated By
Factions, Investments, Loyalty
Betting together with Extra-Game Consequences
Collaborative Actions together with Shared Penalties
Ephemeral Goals together with Penalties
Can Be Modulated By
Negotiation, Risk/Reward, Trade-Offs, Unknown Goals
Potentially Conflicting With
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Having Committed Goals can make Agents in games have what is equal to Enforced Agent Behavior when the Penalties of the goals make it paramount to try to succeed with them.
Can Instantiate
with Quests
Players gain Gain Information goals when they knows that other players having Committed Goals but do not know the details of them (i.e. when they are to a certain extent Secret Goals).
Relations
Can Instantiate
Delayed Reciprocity, Enforced Agent Behavior
with Quests
with Secret Goals
Can Modulate
Betrayal, Closure Points, Internal Conflicts, Player-Decided Distributions
Can Be Instantiated By
Factions, Investments, Loyalty
Betting together with Extra-Game Consequences
Collaborative Actions together with Shared Penalties
Ephemeral Goals together with Penalties
Can Be Modulated By
Negotiation, Risk/Reward, Trade-Offs, 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
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