Difference between revisions of "Mutual Goals"

From gdp3
Jump to: navigation, search
(Using the pattern)
(Can Instantiate)
Line 59: Line 59:
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Alliances]],  
 
[[Alliances]],  
[[Shared Rewards]],
 
 
[[Symbiotic Player Relations]],  
 
[[Symbiotic Player Relations]],  
 
[[Symmetric Goals]],  
 
[[Symmetric Goals]],  

Revision as of 13:39, 11 August 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Left 4 Dead series

Using the pattern

Mutual Goals are typically used to provide players with Shared Rewards and/or Shared Penalties for some activity, and if Agents shared those goals create Teams. Another reason is to make Algorithmic Agents into Companions by giving them Mutual Goals with a player.

Can Modulate

Competition, Factions, Mutual FUBAR Enjoyment, Penalties, Player-Decided Distributions, Rewards, Shared Resources, Team Elimination


Can Be Instantiated By

Ownership,

Can Be Modulated By

Asymmetric Resource Distribution, Betrayal, Individual Penalties, Individual Rewards, Negotiation, Player Defined Goals, Secret Alliances,

Mutual Goals can be modified in several different ways.

Quite naturally, the Mutual Goals players have with each other cannot be Incompatible Goals. It is also difficult to have Mutual Goals over that which one has Conflicts regarding.

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

That Mutual Goals most often provide Shared Rewards can give rise to Alliances if those sharing the goals are not already in Teams, and Cooperation as well as Symbiotic Player Relations in both cases. The Mutual Goals are by definition Symmetric Goals and succeeding with them are often Team Accomplishments.

Relations

Can Instantiate

Alliances, Symbiotic Player Relations, Symmetric Goals, Team Accomplishments

with Agents

Teams

with Algorithmic Agents

Companions

with Shared Rewards

Cooperation

Can Modulate

Factions, Competition, Mutual FUBAR Enjoyment, Penalties, Player-Decided Distributions, Rewards, Shared Resources, Team Elimination

Can Be Instantiated By

Ownership, Shared Penalties, Shared Rewards

Can Be Modulated By

Asymmetric Resource Distribution, Betrayal, Individual Penalties, Individual Rewards, Negotiation, Player Defined Goals, Secret Alliances

Possible Closure Effects

-

Potentially Conflicting With

Conflicts, Incompatible Goals

History

An updated version of the pattern Mutual Goals that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

-