Difference between revisions of "Selectable Set of Goals"
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− | '' | + | ''Goals which players can choose a subset to strive towards.'' |
− | + | Games typically provide players with many goals that they can try to complete. In some cases this means that players can choose one or several goals from a larger set of goals. The [[Selectable Set of Goals]] can be defined so that players have to select goals first and then can try to achieve them or that they have all goals accessible all the time but only need to complete some of them to complete a larger goal. | |
=== Examples === | === Examples === | ||
+ | Example: Traversing the technology tree in the computer game Civilization requires players to select goals defining what kind of technology to develop. Beyond what technology to develop next, players can also implicitly select collections of technology goals to reach as goals in order to match later requirements of advanced technologies. | ||
− | + | Example: The different possibilities for scoring in the board game Settlers of Catan allow players to select from several different goals to achieve the overarching goal of reaching a certain amount of points. | |
− | + | ||
+ | Example: The different worlds in Super Mario 64 offer different sets of goals providing players with selectable sets of Selectable Sets of Goals. The player is also free to move within these worlds and goals without needing to complete them in any specific order. | ||
== Using the pattern == | == Using the pattern == |
Revision as of 14:59, 9 February 2018
Goals which players can choose a subset to strive towards.
Games typically provide players with many goals that they can try to complete. In some cases this means that players can choose one or several goals from a larger set of goals. The Selectable Set of Goals can be defined so that players have to select goals first and then can try to achieve them or that they have all goals accessible all the time but only need to complete some of them to complete a larger goal.
Contents
Examples
Example: Traversing the technology tree in the computer game Civilization requires players to select goals defining what kind of technology to develop. Beyond what technology to develop next, players can also implicitly select collections of technology goals to reach as goals in order to match later requirements of advanced technologies.
Example: The different possibilities for scoring in the board game Settlers of Catan allow players to select from several different goals to achieve the overarching goal of reaching a certain amount of points.
Example: The different worlds in Super Mario 64 offer different sets of goals providing players with selectable sets of Selectable Sets of Goals. The player is also free to move within these worlds and goals without needing to complete them in any specific order.
Using the pattern
Can Modulate
Excluding Goals, Goal Hierarchies, Grind Achievements, Open Destiny, Polyathlons, Predetermined Story Structures, Predictable Consequences
Can Be Instantiated By
Actions Have Diegetically Social Consequences, Area Control, Choke Points, Flanking Routes, Open Destiny, Optional Goals, Predefined Goals
Configuration together with Incompatible Goals
Can Be Modulated By
Ephemeral Goals, Strategic Knowledge, Unknown Goals
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Instantiate
Analysis Paralysis, Balancing Effects, Challenging Gameplay, Enforced Agent Behavior, Freedom of Choice, Internal Conflicts, Open Destiny, Replayability, Risk/Reward, Trade-Offs, Varied Gameplay
with Excluding Goals
with Polyathlons
with Traverse
Relations
Can Instantiate
Analysis Paralysis, Balancing Effects, Challenging Gameplay, Enforced Agent Behavior, Freedom of Choice, Internal Conflicts, Open Destiny, Replayability, Risk/Reward, Trade-Offs, Varied Gameplay
with Excluding Goals
with Polyathlons
with Traverse
Can Modulate
Excluding Goals, Goal Hierarchies, Grind Achievements, Open Destiny, Polyathlons, Predetermined Story Structures, Predictable Consequences
Can Be Instantiated By
Actions Have Diegetically Social Consequences, Area Control, Choke Points, Flanking Routes, Open Destiny, Optional Goals, Predefined Goals
Configuration together with Incompatible Goals
Can Be Modulated By
Ephemeral Goals, Strategic Knowledge, Unknown Goals
Possible Closure Effects
-
Potentially Conflicting With
-
History
An updated version of the pattern Selectable Sets of 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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