Selectable Set of Goals
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Analysis Paralysis Replayability Challenging Gameplay Open Destiny Freedom of Choice Predetermined Story Structures Actions Have Diegetically Social Consequences Enforced Agent Behavior Factions Internal Conflicts Renamed Patterns Grind Achievements Ephemeral Goals Balancing Effects Strategic Knowledge Predictable Consequences Choke Points Flanking Routes Area Control Polyathlons Traverse Excluding Goals Trade-Offs Varied Gameplay Configuration Goal Hierarchies Incompatible Goals Optional Goals
Instantiates: Risk/Reward
Modulates: Unknown Goals
Instantiated by: Predefined Goals
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Selectable Sets of 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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