Preventing Goals
Goals where the objective is to prevent a completion of another goal.
This pattern is a still a stub.
Contents
Examples
Example: The goal of the goalkeeper in Soccer is to prevent the opposing team's players from score goals.
Example: The goal in Backgammon is to move each individual piece to the inner table and one can prevent the other player from achieving this in two ways: by hitting the opponent's piece when moving one's own pieces or by blocking the piece by placing two or more pieces on area of the game board. The first case directly affects the opponent's piece as it interferes with the game state (the position of the piece) defining the opponent's goal. The second case indirectly prevents the goal as it does not affect the piece but may block future moves of the piece.
Fix Cooperation realation to this
Using the pattern
Preventing Goals are typically introduced into games to provide
The basis for Preventing Goals can also be created from identifying forces opposed to groups a player or Agent should have Loyalty to.
Can Modulate
Alignment, Conceal, Negotiation, Non-Player Characters, Survive
Can Be Instantiated By
Capture, Eliminate, Evade, Guard, Interferable Goals, Player-Defined Goals, Reconnaissance, Rescue
Agents together with Construction or Herd
Ephemeral Goals together with Multiplayer Games
Can Be Modulated By
Game State Overviews, Perfect Information, Time Limits
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
As goals that work against other goals, Preventing Goals give rise to several other patterns. First, the target goal and the Preventing Goal are Asymmetric and Excluding Goals which are Incompatible. Second, Preventing Goals are Continuous Goals until the target goal no longer can be fulfilled. The presences of some Agent actively working against one's goals is also likely to lead to Limited Planning Ability.
The presence of Preventing Goals in a game is likely to create Conflicts and make other Agents seen as Enemies. Perceiving Conflicts may be even more likely for games with Algorithmic Agents since they typically cannot have social interactions outside gameplay actions (although this may be Indirect Conflicts in cases regarding difference in how to use Creative Control). In games where these have diegetic representation in the form of Non-Player Characters, the Conflicts can easily lead to actual Combat if this is possible.
Relations
Can Instantiate
Asymmetric Goals, Conflicts, Continuous Goals, Enemies, Excluding Goals, Incompatible Goals, Limited Planning Ability, Loyalty
with Algorithmic Agents
with Algorithmic Agents and Creative Control
with Non-Player Characters
Can Modulate
Alignment, Conceal, Negotiation, Non-Player Characters, Survive
Can Be Instantiated By
Capture, Eliminate, Evade, Guard, Interferable Goals, Player-Defined Goals, Reconnaissance, Rescue
Agents together with Construction or Herd
Ephemeral Goals together with Multiplayer Games
Can Be Modulated By
Game State Overviews, Perfect Information, Time Limits
Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Preventing 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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