Interferable Goals
From gdp3
Goals whose progress or completion can be directly influenced by other players or the game system.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
The two main requirements for Interferable Goals is that there are game actions that make the interference possible and that there are Agents that can do the interference.
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Modulates: Races,
Instantiated by: Last Man Standing,
Potentially conflicting with: Uncertainty of Information,
Can Instantiate
Betrayal, Conflicts, Preventing Goals
with Alliances
Can Modulate
Alliances, [Symmetric Goals]]
Can Be Instantiated By
Area Control, Enemies, Interruptible Actions, King of the Hill
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
History
An updated version of the pattern Interferable 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
-