Difference between revisions of "Conceal"
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== Using the pattern == | == Using the pattern == | ||
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+ | Designing [[Conceal]] goals require two parts: providing players with the possibility of hiding and giving them reasons to hide. | ||
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+ | While [[Conceal]] goals can simply be given as [[Enforced Goals]] to players, many combinations of patterns naturally make players take on implicit [[Conceal Goals]]. [[Enemies]] with [[Reconnaissance]] goals is one example. Others are when the game elements, be they [[Avatars]], [[Characters]], or [[Units]], have [[Achilles' Heels]] or [[Vulnerabilities]] that others can exploit. The latter of these may make players try to hide some game elements while showing (or sacrificing) others. [[Survive]] | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Asymmetric Information]], | [[Asymmetric Information]], | ||
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[[Hiding Places]], | [[Hiding Places]], | ||
[[Imperfect Information]] | [[Imperfect Information]] | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
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[[Preventing Goals]], | [[Preventing Goals]], | ||
[[Red Herrings]] | [[Red Herrings]] | ||
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+ | === Can Modulate === | ||
=== Diegetic Aspects === | === Diegetic Aspects === |
Revision as of 07:41, 4 April 2018
The goal of trying to hinder other players ability to gain information.
This pattern is a still a stub.
Having as much information as possible about the game state is usually advantageous, and Conceal is the goal of trying to prevent other players from gaining information about part of the game state. Conceal is not only about preventing or hindering other players from finding out the location of the goal object; the aim of Conceal may be to keep certain information associated with a game element from the other players.
Contents
Examples
The children's game Hide-and-Seek is the archetypical example of using Conceal where all children except one try to Conceal their locations.
The game Zendo allows the master to secretly make a rule for how differently colored pyramids should be arranged to have "Buddha nature", and the goal of the students is to try and extrapolate the rule from experiments.
Using the pattern
Designing Conceal goals require two parts: providing players with the possibility of hiding and giving them reasons to hide.
While Conceal goals can simply be given as Enforced Goals to players, many combinations of patterns naturally make players take on implicit Conceal Goals. Enemies with Reconnaissance goals is one example. Others are when the game elements, be they Avatars, Characters, or Units, have Achilles' Heels or Vulnerabilities that others can exploit. The latter of these may make players try to hide some game elements while showing (or sacrificing) others. Survive
Can Be Instantiated By
Asymmetric Information, Auxiliary Game Screens, Enemies, Hiding Places, Imperfect Information
Can Be Modulated By
Creative Control, Preventing Goals, Red Herrings
Can Modulate
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Conceal is a Continuous Goal which when combined with Traverse provides Stealth goals. When done as (allowed) Extra-Game Actions they support Sanctioned Cheating. To others, Conceal goals can be Unknown Goals.
Relations
Can Instantiate
Continuous Goals, Unknown Goals
with Extra-Game Actions
with Traverse
Can Modulate
Can Be Instantiated By
Asymmetric Information, Auxiliary Game Screens, Enemies, Hiding Places, Imperfect Information
Avatars, Characters, or Units together with Vulnerabilities
Avatars, Characters, or Units together with Achilles' Heels
Can Be Modulated By
Creative Control, Preventing Goals, Red Herrings
Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Conceal 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
-