Difference between revisions of "Predefined Goals"
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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: | + | 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.
Contents
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
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-