Predefined Goals
From gdp3
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
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
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
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