Difference between revisions of "Predefined Goals"

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(Relations)
(Relations)
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Modulated by: [[Perfect Information]], [[Imperfect Information]], [[Asymmetric Information]], [[Symmetric Information]]
 
Modulated by: [[Perfect Information]], [[Imperfect Information]], [[Asymmetric Information]], [[Symmetric Information]]
  
Potentially conflicting with: [[Ephemeral Goals]], [[Unknown Goals]]
+
Potentially conflicting with: ,  
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
-
+
[[Ephemeral Goals]],
 +
[[Unknown Goals]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Revision as of 14:45, 12 January 2018

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

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Freedom of Choice Enforced Agent Behavior Factions Information Passing Internal Rivalry Player-Planned Development Ephemeral Goals New Abilities Gameplay Mastery Goal Hierarchies

Instantiates: Hierarchy of Goals, Strategic Knowledge, Selectable Sets of Goals, Analysis Paralysis

Modulates: Planned Character Development

Modulated by: Perfect Information, Imperfect Information, Asymmetric Information, Symmetric Information

Potentially conflicting with: ,

Can Instantiate

-

with ...

Can Modulate

-

Can Be Instantiated By

-

Can Be Modulated By

Ephemeral Goals, Unknown Goals

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Predefined 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

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