Difference between revisions of "Asymmetric Goals"

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== Using the pattern ==
 
== Using the pattern ==
 +
[[Asymmetric Goals]] are typically introduce in a game to provide [[Asymmetric Gameplay]].
 +
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 
[[Freedom of Choice]],  
 
[[Freedom of Choice]],  
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[[Player Balance]],  
 
[[Player Balance]],  
 
[[Symmetric Goals]]
 
[[Symmetric Goals]]
 
=== Diegetic Aspects ===
 
 
=== Interface Aspects ===
 
 
=== Narration Aspects ===
 
  
 
== Consequences ==
 
== Consequences ==
=== Can Instantiate ===
+
while [[Asymmetric Goals]] present in the beginning of a game provides [[Asymmetric Starting Conditions]], they in general provide [[Asymmetric Gameplay]]. Through this, games with [[Asymmetric Goals]] typically gain [[Varied Gameplay]] and thereby [[Replayability]] (unless all variety is guaranteed to be covered during a single game instance).
[[Asymmetric Starting Conditions]],  
+
[[Asymmetric Gameplay]],  
+
[[Replayability]],
+
[[Varied Gameplay]]
+
  
 
=== Can Modulate ===
 
=== Can Modulate ===

Revision as of 13:41, 14 March 2018

Goals that from a systemic perspective are asymmetric to each other.

There are often reasons to compare goals in games, e.g. because they are different ways to winning a game or because one wants to compare one's own goals to that of others. When goals share the same scope or level of detail but differ in requirements or rewards they are Asymmetric Goals.

Examples

In the children's game Tag, the chaser has the goal of catching another player, while the other players try to avoid the chaser, making the goals asymmetric.

The collectable card game Illuminati: New World Order has Asymmetric Goals in that all players have individual secret goal goals (which complement common winning goals that all players also have).

The board game Space Hulk provides players with many low-level Asymmetric Goals by matching slow-moving space marines, which have ranged weapons, against fast-moving aliens, which can only fight in close combat.

Using the pattern

Asymmetric Goals are typically introduce in a game to provide Asymmetric Gameplay.

Can Be Instantiated By

Freedom of Choice, Preventing Goals, Role Reversal

Can Be Modulated By

Asymmetric Abilities, Paper-Rock-Scissors

Potentially Conflicting With

Player Balance, Symmetric Goals

Consequences

while Asymmetric Goals present in the beginning of a game provides Asymmetric Starting Conditions, they in general provide Asymmetric Gameplay. Through this, games with Asymmetric Goals typically gain Varied Gameplay and thereby Replayability (unless all variety is guaranteed to be covered during a single game instance).

Can Modulate

Competition, End State Scoring, Freedom of Choice

Relations

Can Instantiate

Asymmetric Starting Conditions, Asymmetric Gameplay, Replayability, Varied Gameplay

Can Modulate

Competition, End State Scoring, Freedom of Choice

Can Be Instantiated By

Freedom of Choice, Preventing Goals, Role Reversal

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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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