Difference between revisions of "Continuous Goals"
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== Using the pattern == | == Using the pattern == | ||
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+ | There are several ways of creating [[Continuous Goals]]. Many other types of goals are by their nature normally continuous, e.g. [[Area Control]], [[Conceal]], [[Evade]], [[Guard]], [[King of the Hill]], [[Loyalty]], [[Races]], [[Reconnaissance]], [[Repeat Combos]], and [[Survive]]. Other emerge from the presence of game elements, e.g. [[Lives]] and [[Units]] gives players [[Continuous Goals]] of not losing these. Games with [[Scores]] similarly create a goal for players as long as they play to increase their [[Scores]]. | ||
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+ | === Can Be Instantiated By === | ||
+ | [[Actions Have Diegetically Social Consequences]], | ||
+ | [[Factions]], | ||
+ | [[Indirect Control]], | ||
+ | [[Player-Planned Development]], | ||
+ | [[Preventing Goals]], | ||
+ | [[Sustenance Rewards]], | ||
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+ | [[Extended Actions]] together with [[Interruptible Actions]] | ||
+ | |||
+ | === Can Be Modulated By === | ||
+ | [[Check Points]], | ||
+ | [[Encouraged Return Visits]], | ||
+ | [[Goal Points]], | ||
+ | [[Time Limits]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Consequences == | == Consequences == | ||
+ | === Can Instantiate === | ||
+ | [[Hovering Closures]], | ||
+ | [[Tension]], | ||
+ | [[Time Limits]], | ||
+ | [[Time Pressure]] | ||
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+ | ==== with [[Algorithmic Agents]] and [[Supporting Goals]] ==== | ||
+ | [[Companions]] | ||
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+ | ==== with [[Negotiation]] and [[Social Dilemmas]] ==== | ||
+ | [[Cooperation]], [[Dynamic Alliances]], [[Social Organizations]] | ||
+ | |||
+ | ==== with [[Encouraged Return Visits]] ==== | ||
+ | [[Challenging Gameplay]] | ||
+ | |||
+ | === Can Modulate === | ||
+ | [[Rewards]], | ||
+ | [[Social Dilemmas]] | ||
== Relations == | == Relations == |
Revision as of 10:17, 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.
Contents
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.
Using the pattern
There are several ways of creating Continuous Goals. Many other types of goals are by their nature normally continuous, e.g. Area Control, Conceal, Evade, Guard, King of the Hill, Loyalty, Races, Reconnaissance, Repeat Combos, and Survive. Other emerge from the presence of game elements, e.g. Lives and Units gives players Continuous Goals of not losing these. Games with Scores similarly create a goal for players as long as they play to increase their Scores.
Can Be Instantiated By
Actions Have Diegetically Social Consequences, Factions, Indirect Control, Player-Planned Development, Preventing Goals, Sustenance Rewards,
Extended Actions together with Interruptible Actions
Can Be Modulated By
Check Points, Encouraged Return Visits, Goal Points, Time Limits
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Instantiate
Hovering Closures, Tension, Time Limits, Time Pressure
with Algorithmic Agents and Supporting Goals
with Negotiation and Social Dilemmas
Cooperation, Dynamic Alliances, Social Organizations
with Encouraged Return Visits
Can Modulate
Relations
Can Instantiate
Hovering Closures, Tension, Time Limits, Time Pressure
with Algorithmic Agents and Supporting Goals
with Negotiation and Social Dilemmas
Cooperation, Dynamic Alliances, Social Organizations
with Encouraged Return Visits
Can Modulate
Can Be Instantiated By
Actions Have Diegetically Social Consequences, Area Control, Conceal, Evade, Factions, Guard, King of the Hill, Indirect Control, Lives, Loyalty, Player-Planned Development, Preventing Goals, Races, Reconnaissance, Repeat Combos, Scores, 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
-
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
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
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