Predefined Goals
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Can Be Instantiated By
Can Be Modulated By
Asymmetric Information, Ephemeral Goals, Imperfect Information, Information Passing, Perfect Information, Symmetric Information, Unknown Goals
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Predefined Goals let players have goals that are designed for specific purposes in a game. Being able to fulfill them efficiently or repeatedly over game instances are not only an indicator but a reason for players being able to reach Gameplay Mastery of games with them. While this effect of Predefined Goals applies regardless of if players know which Predefined Goals they have at the beginning of the game, Predefined Goals that are also Unknown Goals let players acquire Strategic Knowledge between game instances.
Can Instantiate
Enforced Agent Behavior, Goal Hierarchies
Can Modulate
Analysis Paralysis, Freedom of Choice, Internal Rivalry, Player-Planned Development
Relations
Can Instantiate
Enforced Agent Behavior, Gameplay Mastery, Goal Hierarchies
with Unknown Goals
Can Modulate
Analysis Paralysis, Freedom of Choice, Internal Rivalry, Player-Planned Development
Can Be Instantiated By
Can Be Modulated By
Asymmetric Information, Ephemeral Goals, Imperfect Information, Information Passing, Perfect Information, Symmetric Information, Unknown Goals
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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