Difference between revisions of "Asymmetric Goals"
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[[Varied Gameplay]] | [[Varied Gameplay]] | ||
[[Preventing Goals]] | [[Preventing Goals]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
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=== Can Modulate === | === Can Modulate === | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
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=== Possible Closure Effects === | === Possible Closure Effects === |
Revision as of 10:48, 6 March 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
Replayability Freedom of Choice Asymmetric Starting Conditions End State Scoring Varied Gameplay Preventing Goals
Can Instantiate
-
Can Modulate
Competition, Freedom of Choice
Can Be Instantiated By
Can Be Modulated By
Asymmetric Abilities, Paper-Rock-Scissors
Possible Closure Effects
-
Potentially Conflicting With
Player Balance, Symmetric Goals
History
An updated version of the pattern Asymmetric 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
-