Difference between revisions of "Deliver"
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== Using the pattern == | == Using the pattern == | ||
+ | [[Deliver]] requires something to deliver somewhere and that the player has means of moving that. The latter part of this typically implies that players have to engage in some form of [[Movement]]. | ||
− | [[Deliver]] | + | [[Game Items]] in general suit as the things to be delivered. [[MacGuffins]] can be used for [[Deliver]] goals that are intended to be more significant since these add a narration importance. [[Non-Player Characters]] are an option if their movement is indirectly controlled by a player (i.e., a form of [[Indirect Control]]) - a natural option is that [[NPCs|Non-Player Characters]] follows players' [[Avatars]] (but [[God Fingers]] can work also). Players may automatically gain the thing to [[Deliver]] as the set-up of the goal but the goal can be made more challenging by first requiring a [[Gain Ownership]] goal to be fulfilled (e.g., through [[Trading]]). |
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+ | The somewhere that the delivery should go can be anywhere but design goals related to [[Thematic Consistency]] can require motivations for why the thing should be delivered to the place. [[Non-Player Characters]] that want to have the thing is a standard option. | ||
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[[Deliver]] differs from [[Collections]] in that the focus is on specific game elements that needs to be moved to specific places. [[Collections]] in contrast focus upon having game elements together, and there might be many different game elements that can take a place in the collection. | [[Deliver]] differs from [[Collections]] in that the focus is on specific game elements that needs to be moved to specific places. [[Collections]] in contrast focus upon having game elements together, and there might be many different game elements that can take a place in the collection. | ||
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=== Can Modulate === | === Can Modulate === | ||
[[Artifact-Location Proximity]], | [[Artifact-Location Proximity]], | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Check Points]], | [[Check Points]], | ||
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− | [[ | + | The difficulty of [[Deliver]] goals can be modified by requiring [[Evade]] or [[Overcome]] subgoals to be dealt with. An archetypical examples is bandit or pirates that try to steal what is to be delivered as it is being moved. |
=== Can Be Modulated By === | === Can Be Modulated By === | ||
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[[Pick-Ups]] | [[Pick-Ups]] | ||
Revision as of 08:03, 3 August 2022
The goal of moving a certain game element to another specified game element or place within the game space.
Many games make goals of having specific game elements in specific places of the game world. Deliver goals are such goals but where a focus is placed on the moving of specific rather than general game elements.
Contents
Examples
Football can be described as the task of delivering the ball into the other team's goal.
Capture the flag variants of first-person shooters such as the Quake series and Unreal Tournament series have the goal of gaining access of the other team's flag and carrying it to one's own capture point.
The "Fairgrounds" level in Left 4 Dead series has an optional goal consisting of transporting a garden gnome to a rescue vehicle.
Many games, e.g., the Assassin's Creed series, the Elder Scrolls series and the Fallout series, that have vast game spaces and non-players character make use of Deliver quests. A side effect of performing these is that it makes players see more parts of the game worlds than they might otherwise do.
Using the pattern
Deliver requires something to deliver somewhere and that the player has means of moving that. The latter part of this typically implies that players have to engage in some form of Movement.
Game Items in general suit as the things to be delivered. MacGuffins can be used for Deliver goals that are intended to be more significant since these add a narration importance. Non-Player Characters are an option if their movement is indirectly controlled by a player (i.e., a form of Indirect Control) - a natural option is that Non-Player Characters follows players' Avatars (but God Fingers can work also). Players may automatically gain the thing to Deliver as the set-up of the goal but the goal can be made more challenging by first requiring a Gain Ownership goal to be fulfilled (e.g., through Trading).
The somewhere that the delivery should go can be anywhere but design goals related to Thematic Consistency can require motivations for why the thing should be delivered to the place. Non-Player Characters that want to have the thing is a standard option.
Deliver differs from Collections in that the focus is on specific game elements that needs to be moved to specific places. Collections in contrast focus upon having game elements together, and there might be many different game elements that can take a place in the collection.
Can Modulate
Can Be Instantiated By
The difficulty of Deliver goals can be modified by requiring Evade or Overcome subgoals to be dealt with. An archetypical examples is bandit or pirates that try to steal what is to be delivered as it is being moved.
Can Be Modulated By
Narration Aspects
Deliver goals can quite easily be constructed to drive narration in that succeeding with such a goal implies clear actions having been performed by the player, and that the story arcs for various Characters can be updated depending on this.
Consequences
Can Instantiate
Aim & Shoot, Goal Points, Narration Structures, Quests, Stealth, Traverse
with Artifact-Location Proximity
with Guard
with Indirect Control
Relations
Can Instantiate
Aim & Shoot, Goal Points, Narration Structures, Quests, Stealth, Traverse
with Artifact-Location Proximity
with Guard
with Indirect Control
Can Modulate
Artifact-Location Proximity, Trading
Can Be Instantiated By
Check Points, Gain Ownership, Game Items, MacGuffins, Movement, Non-Player Characters
Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Delivery 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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