Difference between revisions of "Player-Defined Goals"
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== Consequences == | == Consequences == | ||
+ | [[Player-Defined Goals]] let players have [[Creative Control]] in games and can add [[Freedom of Choice]] regarding which goals are available. The goals defined by players are typically [[Optional Goals]] and in many cases also [[Ephemeral Goals]]. When defined based on the existence of other players' goals they can inject [[Preventing Goals]] into a game and since players can add [[Rewards]] or [[Penalties]] outside the game system they can also provide [[Extra-Game Consequences]]. | ||
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+ | One effect of [[Player-Defined Goals]] is that they can allow players to have closures in [[Unwinnable Games]]. This can in practice let players have winning conditions for a game of their own built upon the game or can simply add structure to what otherwise may be perceived as one long continuous experience without variation. | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Anticipation]], | [[Anticipation]], | ||
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[[Emotional Engrossment]], | [[Emotional Engrossment]], | ||
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=== Can Modulate === | === Can Modulate === | ||
− | [[Mutual Goals]], | + | [[Mutual Goals]], |
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== Relations == | == Relations == |
Revision as of 10:46, 15 March 2018
The one-sentence "definition" that should be in italics.
Goals and subgoals that players can create or customize within the game itself. Structured Player Defined Goals are possible by providing mechanics to let players determine the requirements, rewards, and punishments of the goals by having explicit game rules that govern these goals. By specifying the end conditions and evaluation functions within the game as conditions of the game state, these Player Defined Goals can then be monitored by the game system similarly to other goals.
Example: Player Defined Goals are employed in Diplomacy in a way that the players can set their own secret goals and strategies, but the impact of the Player Defined Goals is more evident when some players agree on acting together against another player. However, the goals are only an agreement between the players and they are not explicitly stated in the game mechanics or rules.
Example: SimCity and most of the other Sim -games are good examples of games where Player Defined Goals are possible and also integral to the resulting gameplay. The gameplay is open as there are no winning conditions provided by the game itself and the game system is complex enough to allow huge amounts of different outcomes. The player is free to choose and pursue as a goal almost any possible game state from building the biggest city to making a strong police state to having fun in bulldozing the suburban areas when they are flourishing.
Contents
Examples
Anti-Examples
optional
Using the pattern
Can Be Instantiated By
Betting, Bidding, Collecting, High Score Lists, Player-Planned Development
Construction with Creative Control
Can Be Modulated By
Game State Overview, Negotiation, Player Balance
Potentially Conflicting With
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Player-Defined Goals let players have Creative Control in games and can add Freedom of Choice regarding which goals are available. The goals defined by players are typically Optional Goals and in many cases also Ephemeral Goals. When defined based on the existence of other players' goals they can inject Preventing Goals into a game and since players can add Rewards or Penalties outside the game system they can also provide Extra-Game Consequences.
One effect of Player-Defined Goals is that they can allow players to have closures in Unwinnable Games. This can in practice let players have winning conditions for a game of their own built upon the game or can simply add structure to what otherwise may be perceived as one long continuous experience without variation.
Can Instantiate
Anticipation, Emotional Engrossment, ,
Can Modulate
Relations
Can Instantiate
Anticipation, Creative Control, Emotional Engrossment, Ephemeral Goals, Extra-Game Consequences, Freedom of Choice, Optional Goals, Preventing Goals
Can Modulate
Mutual Goals, Unwinnable Games
Can Be Instantiated By
Betting, Bidding, Collecting, High Score Lists, Player-Planned Development
Construction with Creative Control
Can Be Modulated By
Game State Overview, Negotiation, Player Balance
Possible Closure Effects
-
Potentially Conflicting With
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
-