Difference between revisions of "Main Goals"
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=== Narration Aspects === | === Narration Aspects === | ||
+ | [[Narration Structures]] and [[Main Goals]] represent two different approaches to motivating players to want to play a game: experiencing a narrative and being motivated to perform gameplay actions. Because of this, they can be, are often are, designed to support each other with the intension of providing a combined motivation that is stronger that the individual parts and that isn't as affected by players' preferences regarding what motivated them more of the two approaches. | ||
== Consequences == | == Consequences == | ||
By definition, [[Main Goals]] are [[Mandatory Goals]] although implicit ''Win the game'' or ''End the game'' goals may need to be assumed for games allowing many ways of winning or ending the game. | By definition, [[Main Goals]] are [[Mandatory Goals]] although implicit ''Win the game'' or ''End the game'' goals may need to be assumed for games allowing many ways of winning or ending the game. | ||
+ | |||
+ | === Can Modulate === | ||
+ | [[Predefined Goals]], | ||
+ | [[Supporting Goals]], | ||
+ | [[Unwinnable Games]] | ||
+ | |||
+ | [[Goal Hierarchies]] in games with [[Polyathlons]] or [[Tournaments]] | ||
+ | |||
+ | === Can Be Modulated By === | ||
+ | [[Dynamic Goal Characteristic]], | ||
+ | [[Endgame Quests]], | ||
+ | [[Scores]] | ||
+ | |||
+ | === Potentially Conflicting With === | ||
+ | [[Unwinnable Games]] | ||
== Relations == | == Relations == |
Revision as of 09:34, 8 March 2023
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
In games with Game Worlds, Main Goals are typically created through having Main Quests since this strongly links the Main Goals with the Game Worlds.
While Main Goals often make use of Goal Hierarchies, they can themselves affect Goal Hierarchies in games with Polyathlons or Tournaments. This since each game or game instance in Polyathlons and Tournaments need clear Main Goals so there outcomes can be used in determining the outcome in general for Polyathlons and Tournaments. In this sense Main Goals are functionally more necessary in games which are part of other games than those which are played on their own.
Main Goals are typically natural ending points for gameplay since the other players or the game has been "beat". This is not always the case, e.g. Fallout 3 and Minecraft allow gameplay to continue after the Main Goals of these games have been completed. These games have large open Game Worlds which invites gameplay beyond the Main Goals and it may thereby seem wasteful not allowing players the possibility of continuing playing if they wish (Fallout 3 for example has many independent Quests that may be wished to be explored after the Main Goal has been achieved). World of Warcraft takes this one step further with Endgame Quests which are designed to be played after reaching the maximum Character Levels with a Character; the presence of these can be used to argue that World of Warcraft does not actually have a Main Goal or that it has one in name only.
Diegetic Aspects
Interface Aspects
Narration Aspects
Narration Structures and Main Goals represent two different approaches to motivating players to want to play a game: experiencing a narrative and being motivated to perform gameplay actions. Because of this, they can be, are often are, designed to support each other with the intension of providing a combined motivation that is stronger that the individual parts and that isn't as affected by players' preferences regarding what motivated them more of the two approaches.
Consequences
By definition, Main Goals are Mandatory Goals although implicit Win the game or End the game goals may need to be assumed for games allowing many ways of winning or ending the game.
Can Modulate
Predefined Goals, Supporting Goals, Unwinnable Games
Goal Hierarchies in games with Polyathlons or Tournaments
Can Be Modulated By
Dynamic Goal Characteristic, Endgame Quests, Scores
Potentially Conflicting With
Relations
Can Instantiate
Can Modulate
Goal Hierarchies, Narration Structures, Predefined Goals, Supporting Goals, Unwinnable Games
Goal Hierarchies in games with Polyathlons or Tournaments
Can Be Instantiated By
Can Be Modulated By
Dynamic Goal Characteristic, Endgame Quests, Goal Hierarchies, Narration Structures, Scores
Possible Closure Effects
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Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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