Difference between revisions of "Ephemeral Goals"

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[[Category:Patterns]]
 
[[Category:Patterns]]
[[Category:Goal Patterns]]
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[[Category:Needs work]]
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[[Category:Needs revision]]
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[[Category:Needs examples]]
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[[Category:Needs references]]
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[[Category:Patterns created on the Wiki]]
 
[[Category:Stub]]
 
[[Category:Stub]]
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''Goals that have a temporary existence, that is, they can appear and disappear during the gameplay; their appearance not necessarily known at the beginning of the game and their disappearance may not be due to their completion or them having become impossible.''
  
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This pattern is a still a stub.
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=== Examples ===
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== Using the pattern ==
 
[[Ephemeral Goals]] are often also [[Preventing Goals]], simply because a player that is  striving towards an [[Interruptible Goals|Interruptible Goal]] presents himself or herself as a target only from when first observed until the goal is reached or impossible to any longer reach. In these cases it may be difficult to provide specific [[Rewards]] related to the ephemeral aspect of the goal (prevent the other goal may be its own [[Rewards|Reward]]). Games that want to acknowledge the possible [[Game Mastery]] required to succeed with these types of goals may use specific [[Achievements]] - the ''Level a Charge'' and ''Fuel Crisis'' [[Achievements]] in [[Left 4 Dead 2]] are both examples of this<ref name="L4D2"/>.
 
[[Ephemeral Goals]] are often also [[Preventing Goals]], simply because a player that is  striving towards an [[Interruptible Goals|Interruptible Goal]] presents himself or herself as a target only from when first observed until the goal is reached or impossible to any longer reach. In these cases it may be difficult to provide specific [[Rewards]] related to the ephemeral aspect of the goal (prevent the other goal may be its own [[Rewards|Reward]]). Games that want to acknowledge the possible [[Game Mastery]] required to succeed with these types of goals may use specific [[Achievements]] - the ''Level a Charge'' and ''Fuel Crisis'' [[Achievements]] in [[Left 4 Dead 2]] are both examples of this<ref name="L4D2"/>.
  
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=== Diegetic Aspects ===
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=== Interface Aspects ===
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=== Narrative Aspects ===
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== Consequences ==
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== Relations ==
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=== Can Instantiate ===
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==== with ... ====
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=== Can Modulate ===
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=== Can Be Instantiated By ===
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=== Can Be Modulated By ===
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=== Possible Closure Effects ===
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=== Potentially Conflicting With ===
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== History ==
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An updated version of the pattern ''Ephemeral Goals'' that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>.
  
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''or''
  
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New pattern created in this wiki.
  
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== References ==
 
<references>
 
<references>
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<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) ''Patterns in Game Design''. Charles River Media. ISBN1-58450-354-8.</ref>
 
<ref name="L4D2">[http://steamcommunity.com/stats/L4D2/achievements/ List of Left 4 Dead 2 achievements in the Steam Achievements system] and percentages of gamers receiving them.</ref>
 
<ref name="L4D2">[http://steamcommunity.com/stats/L4D2/achievements/ List of Left 4 Dead 2 achievements in the Steam Achievements system] and percentages of gamers receiving them.</ref>
 
</references>
 
</references>

Revision as of 14:36, 2 January 2011

Goals that have a temporary existence, that is, they can appear and disappear during the gameplay; their appearance not necessarily known at the beginning of the game and their disappearance may not be due to their completion or them having become impossible.

This pattern is a still a stub.

Examples

Using the pattern

Ephemeral Goals are often also Preventing Goals, simply because a player that is striving towards an Interruptible Goal presents himself or herself as a target only from when first observed until the goal is reached or impossible to any longer reach. In these cases it may be difficult to provide specific Rewards related to the ephemeral aspect of the goal (prevent the other goal may be its own Reward). Games that want to acknowledge the possible Game Mastery required to succeed with these types of goals may use specific Achievements - the Level a Charge and Fuel Crisis Achievements in Left 4 Dead 2 are both examples of this[1].

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

An updated version of the pattern Ephemeral Goals that was part of the original collection in the book Patterns in Game Design[2].

or

New pattern created in this wiki.

References

  1. List of Left 4 Dead 2 achievements in the Steam Achievements system and percentages of gamers receiving them.
  2. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.