Player-Defined Goals

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The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

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

Optional Goals

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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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