Difference between revisions of "Player-Defined Goals"
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Modulates: [[Rewards]], [[Mutual Goals]] | Modulates: [[Rewards]], [[Mutual Goals]] | ||
− | Instantiated by: [[High Score Lists]], [[Character Development]], [[Ephemeral Goals]], [[Construction]], [[Illusionary Rewards]], [[Characters]], [[Easter Eggs]], [[Collecting]], [[Planned | + | Instantiated by: [[High Score Lists]], [[Character Development]], [[Ephemeral Goals]], [[Construction]], [[Illusionary Rewards]], [[Characters]], [[Easter Eggs]], [[Collecting]], [[Player-Planned Development]] |
Modulated by: [[Player Balance]], [[Rewards]], [[Penalties]], [[Game State Overview]], [[Negotiation]] | Modulated by: [[Player Balance]], [[Rewards]], [[Penalties]], [[Game State Overview]], [[Negotiation]] |
Revision as of 16:19, 19 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
Instantiates: , Freedom of Choice, Preventing Goals, Extra-Game Consequences, Tension
Modulates: Rewards, Mutual Goals
Instantiated by: High Score Lists, Character Development, Ephemeral Goals, Construction, Illusionary Rewards, Characters, Easter Eggs, Collecting, Player-Planned Development
Modulated by: Player Balance, Rewards, Penalties, Game State Overview, Negotiation
Potentially conflicting with: Goal Indicators, Narration Structures
Unwinnable Games Preventing Goals
Can Instantiate
Anticipation, Creative Control, Emotional Engrossment, Optional Goals
Can Modulate
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Can Be Instantiated By
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 Player Defined 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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