Conceal
The goal of trying to hinder other players ability to gain information.
This pattern is a still a stub.
Having as much information as possible about the game state is usually advantageous, and Conceal is the goal of trying to prevent other players from gaining information about part of the game state. Conceal is not only about preventing or hindering other players from finding out the location of the goal object; the aim of Conceal may be to keep certain information associated with a game element from the other players.
Contents
Examples
The children's game Hide-and-Seek is the archetypical example of using Conceal where all children except one try to Conceal their locations.
The game Zendo allows the master to secretly make a rule for how differently colored pyramids should be arranged to have "Buddha nature", and the goal of the students is to try and extrapolate the rule from experiments.
Using the pattern
Can Be Instantiated By
Asymmetric Information, Auxiliary Game Screens, Enemies, Hiding Places, Imperfect Information
Enemies with Reconnaissance
Avatars, Characters, or Units together with Vulnerabilities
Avatars, Characters, or Units together with Achilles' Heels
Can Be Modulated By
Creative Control, Preventing Goals, Red Herrings
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Conceal is a Continuous Goal which when combined with Traverse provides Stealth goals.
When done as (allowed) Extra-Game Actions) they support Sanctioned Cheating.
Can Instantiate
Can Modulate
Relations
Can Instantiate
Continuous Goals, Unknown Goals
with Extra-Game Actions
with Traverse
Can Modulate
Can Be Instantiated By
Asymmetric Information, Auxiliary Game Screens, Enemies, Hiding Places, Imperfect Information
Avatars, Characters, or Units together with Vulnerabilities
Avatars, Characters, or Units together with Achilles' Heels
Can Be Modulated By
Creative Control, Preventing Goals, Red Herrings
Possible Closure Effects
-
Potentially Conflicting With
-
History
An updated version of the pattern Conceal 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
-