Difference between revisions of "Predefined Goals"

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(Relations)
(Relations)
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[[Goal Hierarchies]]
 
[[Goal Hierarchies]]
  
Instantiates: [[Hierarchy of Goals]], [[Selectable Sets of Goals]],  
+
Instantiates: [[Selectable Sets of Goals]],  
 
+
Modulates: [[Planned Character Development]]
+
 
+
Modulated by: [[Perfect Information]], [[Imperfect Information]], [[Asymmetric Information]], [[Symmetric Information]]
+
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
[[Asymmetric Information]],
 
[[Ephemeral Goals]],  
 
[[Ephemeral Goals]],  
 +
[[Imperfect Information]],
 +
[[Perfect Information]],
 +
[[Symmetric Information]],
 
[[Unknown Goals]]
 
[[Unknown Goals]]
  

Revision as of 14:49, 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: Selectable Sets of Goals,

Can Instantiate

-

with Unknown Goals

Strategic Knowledge

Can Modulate

Analysis Paralysis

Can Be Instantiated By

-

Can Be Modulated By

Asymmetric Information, Ephemeral Goals, Imperfect Information, Perfect Information, Symmetric Information, 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

-