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
Can Instantiate
Analysis Paralysis, Balancing Effects, Challenging Gameplay, Enforced Agent Behavior, Freedom of Choice, Internal Conflicts, Open Destiny, Replayability, Risk/Reward, Trade-Offs, Varied Gameplay
with Excluding Goals
with Polyathlons
with Traverse
Can Modulate
Excluding Goals, Goal Hierarchies, Grind Achievements, Open Destiny, Polyathlons, Predetermined Story Structures, Predictable Consequences
Can Be Instantiated By
Actions Have Diegetically Social Consequences, Area Control, Choke Points, Flanking Routes, Open Destiny, Optional Goals, Predefined Goals
Configuration together with Incompatible Goals
Can Be Modulated By
Ephemeral Goals, Strategic Knowledge, Unknown Goals
Possible Closure Effects
-
Potentially Conflicting With
-
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
-