Mutual Goals
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Instantiates: Symmetric Goals, Alliances, Shared Rewards
Modulates: Shared Resources, Penalties, Competition, Rewards, Player-Decided Distribution of Rewards & Penalties
Instantiated by: Shared Penalties, Shared Rewards, Ownership
Modulated by: Individual Penalties, Player Defined Goals, Secret Alliances, Individual Rewards, Asymmetric Resource Distribution, Negotiation, Shared Penalties
Potentially conflicting with: Conflict, Incompatible Goals
Drop-In/Drop-Out Betrayal Cooperation Agents Algorithmic Agents Team Accomplishments Stimulated Planning Multiplayer Games Companions Factions Delayed Reciprocity Collaborative Actions Balancing Effects Symbiotic Player Relations Mutual FUBAR Enjoyment Team Elimination Teams
Can Instantiate
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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 Mutual 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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