Deliver
The goal of moving a certain game element to another specified game element or place within the game space.
Games which have goals consisting of moving one game element from one place to another may be complicated by only letting players be able to move the game element through the effect of other game elements. In these cases, the goals may be seen as making a Delivery of a game element by using other game elements.
This pattern is a still a stub.
Contents
Examples
Football can be described as the task of delivering the ball into the other team's goal.
Capture the flag variants of first-person shooters such as the Quake series and Unreal Tournament series have the goal of gaining access of the other team's flag and carrying it to one's own capture point.
The "Fairgrounds" level in Left 4 Dead series has an optional goal consisting of transporting a garden gnome to a rescue vehicle.
Many games, e.g., the Assassin's Creed series, the Elder Scrolls series and the Fallout series, that have vast game spaces and non-players character make use of Deliver quests. A side effect of performing these is that it makes players see more parts of the game worlds than they might otherwise do.
Using the pattern
Can Modulate
Artifact-Location Proximity, Trading
Can Be Instantiated By
Check Points, Gain Ownership, Game Items, MacGuffins, Non-Player Characters
Can Be Modulated By
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Instantiate
Aim & Shoot, Goal Points, Narration Structures, Quests, Stealth, Traverse
with Artifact-Location Proximity
with Guard
with Indirect Control
Relations
Can Instantiate
Aim & Shoot, Goal Points, Narration Structures, Quests, Stealth, Traverse
with Artifact-Location Proximity
with Guard
with Indirect Control
Can Modulate
Artifact-Location Proximity, Trading
Can Be Instantiated By
Check Points, Gain Ownership, Game Items, MacGuffins, Non-Player Characters
Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Delivery 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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