Predefined Goals

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The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Anti-Examples

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Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Freedom of Choice Enforced Agent Behavior Factions Information Passing Internal Rivalry Player-Planned Development Ephemeral Goals New Abilities Gameplay Mastery Goal Hierarchies

Instantiates: Hierarchy of Goals, Strategic Knowledge, Selectable Sets of Goals, Analysis Paralysis

Modulates: Planned Character Development

Modulated by: Perfect Information, Imperfect Information, Asymmetric Information, Symmetric Information

Potentially conflicting with: Ephemeral Goals, Unknown Goals

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 Predefined Goals that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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