Difference between revisions of "Incompatible Goals"
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− | '' | + | ''Two or more goals that cannot be fulfilled simultaneously due to having end conditions that are mutually exclusive.'' |
This pattern is a still a stub. | This pattern is a still a stub. | ||
=== Examples === | === Examples === | ||
+ | [[Left 4 Dead series]] | ||
+ | In the board game Time Agent, six different species try to manipulate the past so that events promoting their species occur and events bad for them disappear out of history. Most of these events have at least one species wanting them to exist and at least one species that wants to erase them. | ||
+ | |||
+ | Example: Tag, where the goal of the chaser to catch the other players, the chaser's goal of tagging cannot be fulfilled at the same time as other players' goals of not being caught. | ||
==== Anti-Examples ==== | ==== Anti-Examples ==== | ||
optional | optional | ||
Line 28: | Line 32: | ||
== Relations == | == Relations == | ||
+ | |||
+ | [[Roleplaying]] | ||
+ | [[Open Destiny]] | ||
+ | [[Social Dilemmas]] | ||
+ | [[Internal Conflicts]] | ||
+ | [[Internal Rivalry]] | ||
+ | [[Player-Planned Development]] | ||
+ | [[Collaborative Actions]] | ||
+ | [[Quests]] | ||
+ | [[Sidequests]] | ||
+ | [[Variable Accuracy]] | ||
+ | [[Excluding Goals]] | ||
+ | [[Last Man Standing]] | ||
+ | [[Mutual Goals]] | ||
+ | [[Varied Gameplay]] | ||
+ | [[Connection]] | ||
+ | [[Configuration]] | ||
+ | [[Preventing Goals]] | ||
+ | |||
+ | |||
+ | Instantiates: [[Conflicts]], [[Collaborative Actions]], [[Competition]] | ||
+ | |||
+ | Modulates: [[Attention Swapping]], [[Selectable Sets of Goals]], [[Narration Structures]] | ||
+ | |||
+ | Instantiated by: [[Contact]] | ||
=== Can Instantiate === | === Can Instantiate === |
Revision as of 06:57, 28 September 2016
Two or more goals that cannot be fulfilled simultaneously due to having end conditions that are mutually exclusive.
This pattern is a still a stub.
Contents
Examples
In the board game Time Agent, six different species try to manipulate the past so that events promoting their species occur and events bad for them disappear out of history. Most of these events have at least one species wanting them to exist and at least one species that wants to erase them.
Example: Tag, where the goal of the chaser to catch the other players, the chaser's goal of tagging cannot be fulfilled at the same time as other players' goals of not being caught.
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Roleplaying Open Destiny Social Dilemmas Internal Conflicts Internal Rivalry Player-Planned Development Collaborative Actions Quests Sidequests Variable Accuracy Excluding Goals Last Man Standing Mutual Goals Varied Gameplay Connection Configuration Preventing Goals
Instantiates: Conflicts, Collaborative Actions, Competition
Modulates: Attention Swapping, Selectable Sets of Goals, Narration Structures
Instantiated by: Contact
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Incompatible Goals 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
-