Difference between revisions of "Supporting Goals"
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=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 08:44, 28 September 2016
Goals whose primary effect is to help players achieve other goals of a game.
This pattern is a still a stub.
Contents
Examples
Example: In the case of Chess, the subgoals of capturing the opponent's pieces can be seen as Supporting Goals for the higher level goal of checkmating the king. They are not necessary to achieve the checkmate but make it easier to complete.
Example: Getting the power pill in Pac-Man can be seen as a Supporting Goal for the goal of taking all the pills as the ghosts cannot capture Pac-Man during the time he is affected by the power pill.
Example: Real-time strategy games, such as Age of Empires, have many Supporting Goals, from identifying and collecting resources to building defenses and scouting enemy territory, all of which support the goal of defeating the opponents. Much of the skill in those games lies in balancing the struggle towards the different Supporting Goals so that the chances of succeeding with the overarching goal are maximized given the particular circumstances of a specific game instance.
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Cooperation Challenging Gameplay Casual Gameplay Algorithmic Agents Team Combos Non-Player Characters Enemies Companions Enforced Agent Behavior
Factions Pick-Ups Improved Abilities New Abilities Sidequests Area Control Game World Exploration Races Red Herrings Traverse Evade Winner determined after Gameplay Ends Gameplay Engines Progress Indicators Trade-Offs Varied Gameplay
Modulates: Goal Hierarchies
Instantiated by: Achilles' Heels, Optional Goals
Modulated by: Resources
Can Instantiate
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Can Modulate
Can Be Instantiated By
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
History
An updated version of the pattern Supporting 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
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