Difference between revisions of "Continuous Goals"

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(Relations)
(Relations)
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[[Guard]]
 
[[Guard]]
 
[[Scores]]
 
[[Scores]]
[[Rewards]]
 
[[Sustenance Rewards]]
 
[[Hovering Closures]]
 
[[Check Points]]
 
[[Preventing Goals]]
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 +
[[Hovering Closures]],
 
[[Tension]],  
 
[[Tension]],  
 
[[Time Limits]],  
 
[[Time Limits]],  
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=== Can Modulate ===
 
=== Can Modulate ===
 +
[[Rewards]],
 
[[Social Dilemmas]]
 
[[Social Dilemmas]]
  
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[[King of the Hill]],  
 
[[King of the Hill]],  
 
[[Indirect Control]],  
 
[[Indirect Control]],  
 +
[[Preventing Goals]],
 
[[Survive]],  
 
[[Survive]],  
 +
[[Sustenance Rewards]],
 
[[Units]]
 
[[Units]]
  
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
[[Check Points]],
 
[[Encouraged Return Visits]],  
 
[[Encouraged Return Visits]],  
 
[[Goal Points]],  
 
[[Goal Points]],  

Revision as of 10:06, 16 March 2018

Goals that require the player to maintain a subset of a certain game state within certain limits.

This pattern is a still a stub.

Examples

Example: Multiplayer first-person shooters such as Battlefield 1942 have modes where teams score points (or reduce ticks from the opposing team) by controlling strategic locations.

Example: the goal for the king in King of the Hill is to maintain the game state of being the king while the other players have the goal of changing that game state. The same situation appears in Tag, but reversed; the chasing player, "it", has a goal to change the game state by role reversalwhile the other players try to maintain the state.

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Cooperation

Algorithmic Agents Assassin's Creed series Companions Actions Have Diegetically Social Consequences Factions Player-Planned Development Loyalty Repeat Combos Lives Area Control Races Reconnaissance Evade Guard Scores

Can Instantiate

Hovering Closures, Tension, Time Limits, Time Pressure

with Negotiation and Social Dilemmas

Cooperation, Dynamic Alliances, Social Organizations

with Encouraged Return Visits

Challenging Gameplay

Can Modulate

Rewards, Social Dilemmas

Can Be Instantiated By

Conceal, King of the Hill, Indirect Control, Preventing Goals, Survive, Sustenance Rewards, Units

Extended Actions together with Interruptible Actions

Can Be Modulated By

Check Points, Encouraged Return Visits, Goal Points, Time Limits

Possible Closure Effects

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Potentially Conflicting With

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History

An updated version of the pattern Continuous 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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