Supporting Goals
Goals whose primary effect is to help players achieve other goals of a game.
This pattern is a still a stub.
Contents
Examples
Example: In the case of Chess, the subgoals of capturing the opponent's pieces can be seen as Supporting Goals for the higher level goal of checkmating the king. They are not necessary to achieve the checkmate but make it easier to complete.
Example: Getting the power pill in Pac-Man can be seen as a Supporting Goal for the goal of taking all the pills as the ghosts cannot capture Pac-Man during the time he is affected by the power pill.
Example: Real-time strategy games, such as Age of Empires, have many Supporting Goals, from identifying and collecting resources to building defenses and scouting enemy territory, all of which support the goal of defeating the opponents. Much of the skill in those games lies in balancing the struggle towards the different Supporting Goals so that the chances of succeeding with the overarching goal are maximized given the particular circumstances of a specific game instance.
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Instantiate
Goal Hierarchies, Progress Indicators, Varied Gameplay
with Algorithmic Agents
with Non-Player Characters
Casual Gameplay, Cooperation, Team Combos
Can Modulate
Challenging Gameplay, Game World Exploration, Gameplay Engines, Player Balance, Risk/Reward , Trade-Offs, Traverse
Relations
Can Instantiate
Goal Hierarchies, Progress Indicators, Varied Gameplay
with Algorithmic Agents
with Non-Player Characters
Casual Gameplay, Cooperation, Team Combos
Can Modulate
Challenging Gameplay, Game World Exploration, Gameplay Engines, Player Balance, Risk/Reward , Trade-Offs, Traverse
Can Be Instantiated By
Area Control, Evade, Factions, Gain Information, Improved Abilities, New Abilities, Optional Goals, Pick-Ups, Sidequests, Races
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
History
An updated version of the pattern Supporting 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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