Difference between revisions of "Conceal"
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Designing [[Conceal]] goals require two parts: providing players with the possibility of hiding and giving them reasons to hide. What is hidden is typically [[Avatars]], [[Characters]], [[Game Items]], [[Units]], or the players themselves. | Designing [[Conceal]] goals require two parts: providing players with the possibility of hiding and giving them reasons to hide. What is hidden is typically [[Avatars]], [[Characters]], [[Game Items]], [[Units]], or the players themselves. | ||
− | [[Hiding Places]] provides possibilities to hide, so this pattern is a basic component that can be used to create [[Conceal]] goals. More generic, the presence of [[Asymmetric Information]] or [[Imperfect Information]] in a game can allow [[Conceal]] goals as [[Battleships]] and [[Stratego]] show. [[Red Herrings]] can help players with [[Conceal]] goals if the players can create these [[Red Herrings]] as decoys for what they are trying to hide. | + | [[Hiding Places]] provides possibilities to hide, so this pattern is a basic component that can be used to create [[Conceal]] goals. More generic, the presence of [[Asymmetric Information]] or [[Imperfect Information]] in a game can allow [[Conceal]] goals as [[Battleships]] and [[Stratego]] show. [[Red Herrings]] can help players with [[Conceal]] goals if the players can create these [[Red Herrings]] as decoys for what they are trying to hide. From an interface perspective, [[Auxiliary Game Screens]] can allow players to perform the actual hiding in ways that are less prone to being seen by other players. |
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]], especially 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. Players with [[Survive]] goals are likely to take on [[Conceal]] goals if possible since this offers one solution to completing the [[Survive]] goals (so [[Conceal]] goals modify the [[Survive]] goals). | 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]], especially 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. Players with [[Survive]] goals are likely to take on [[Conceal]] goals if possible since this offers one solution to completing the [[Survive]] goals (so [[Conceal]] goals modify the [[Survive]] goals). | ||
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=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 07:58, 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. Another archetypical example is Battleships where players try to place their ships in ways to make it difficult for their opponents to guess where the ships are. An important aspect of the Stratego is to keep the identity of ones pieces hiding from one's opponent.
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. What is hidden is typically Avatars, Characters, Game Items, Units, or the players themselves.
Hiding Places provides possibilities to hide, so this pattern is a basic component that can be used to create Conceal goals. More generic, the presence of Asymmetric Information or Imperfect Information in a game can allow Conceal goals as Battleships and Stratego show. Red Herrings can help players with Conceal goals if the players can create these Red Herrings as decoys for what they are trying to hide. From an interface perspective, Auxiliary Game Screens can allow players to perform the actual hiding in ways that are less prone to being seen by other players.
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, especially 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. Players with Survive goals are likely to take on Conceal goals if possible since this offers one solution to completing the Survive goals (so Conceal goals modify the Survive goals).
Can Be Modulated By
Creative Control, Preventing Goals,
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
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