Difference between revisions of "Preventing Goals"

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(Relations)
(Relations)
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== Relations ==
 
== Relations ==
[[Time Limits]]
 
[[Challenging Gameplay]]
 
 
[[Algorithmic Agents]]
 
[[Algorithmic Agents]]
 
[[Non-Player Characters]]
 
[[Non-Player Characters]]
[[Enemies]]
 
 
[[Multiplayer Games]]
 
[[Multiplayer Games]]
[[Alignment]]
 
[[Loyalty]]
 
 
[[Ephemeral Goals]]
 
[[Ephemeral Goals]]
[[Capture]]
 
 
[[Combat]]
 
[[Combat]]
[[Stealth]]
 
[[Reconnaissance]]
 
[[Rescue]]
 
[[Evade]]
 
[[Guard]]
 
 
[[Herd]]
 
[[Herd]]
[[Excluding Goals]]
 
[[Eliminate]]
 
[[Game State Overviews]]
 
  
Instantiated by: [[Construction]], [[Perfect Information]], [[Enemies]], [[Conceal]], [[Survive]]
+
Instantiated by: [[Construction]],  
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Conflicts]],  
 
[[Conflicts]],  
 
[[Continuous Goals]],  
 
[[Continuous Goals]],  
 +
[[Enemies]],
 
[[Excluding Goals]],  
 
[[Excluding Goals]],  
 
[[Interferable Goals]],  
 
[[Interferable Goals]],  
 
[[Incompatible Goals]],  
 
[[Incompatible Goals]],  
[[Limited Planning Ability]]
+
[[Limited Planning Ability]],
 +
[[Loyalty]]  
  
 
=== Can Modulate ===
 
=== Can Modulate ===
[[Negotiation]]
+
[[Alignment]],
 +
[[Conceal]],
 +
[[Negotiation]],
 +
[[Survive]]  
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
[[Player-Defined Goals]]  
+
[[Capture]],
 +
[[Eliminate]],
 +
[[Evade]],
 +
[[Guard]],
 +
[[Player-Defined Goals]],
 +
[[Reconnaissance]],
 +
[[Rescue]]  
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
-
+
[[Game State Overviews]],
 +
[[Perfect Information]],
 +
[[Time Limits]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Revision as of 07:57, 26 September 2016

Goals where the objective is to prevent a completion of another goal.

This pattern is a still a stub.

Examples

Example: The goal of the goalkeeper in Soccer is to prevent the opposing team's players from score goals.

Example: The goal in Backgammon is to move each individual piece to the inner table and one can prevent the other player from achieving this in two ways: by hitting the opponent's piece when moving one's own pieces or by blocking the piece by placing two or more pieces on area of the game board. The first case directly affects the opponent's piece as it interferes with the game state (the position of the piece) defining the opponent's goal. The second case indirectly prevents the goal as it does not affect the piece but may block future moves of the piece.

Left 4 Dead series

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Algorithmic Agents Non-Player Characters Multiplayer Games Ephemeral Goals Combat Herd

Instantiated by: Construction,

Can Instantiate

Asymmetric Goals, Conflicts, Continuous Goals, Enemies, Excluding Goals, Interferable Goals, Incompatible Goals, Limited Planning Ability, Loyalty

Can Modulate

Alignment, Conceal, Negotiation, Survive

Can Be Instantiated By

Capture, Eliminate, Evade, Guard, Player-Defined Goals, Reconnaissance, Rescue

Can Be Modulated By

Game State Overviews, Perfect Information, Time Limits

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Preventing 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

-