Player-Defined 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
Instantiates: Emotional Engrossment, Anticipation, Creative Control, Freedom of Choice, Preventing Goals, Extra-Game Consequences, Tension
Modulates: Rewards, Mutual Goals
Instantiated by: High Score Lists, Bidding, Character Development, Ephemeral Goals, Construction, Illusionary Rewards, Characters, Betting, Easter Eggs, Collecting, Planned Character Development
Modulated by: Player Balance, Rewards, Penalties, Game State Overview, Negotiation
Potentially conflicting with: Goal Indicators, Narration Structures
Unwinnable Games Preventing Goals
Can Instantiate
with ...
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
An updated version of the pattern Player Defined 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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