Player-Defined 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
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Instantiates: , Freedom of Choice, Preventing Goals, Extra-Game Consequences, Tension
Modulates: Rewards, Mutual Goals
Instantiated by: High Score Lists, Character Development, Ephemeral Goals, Construction, Illusionary Rewards, Characters, Easter Eggs, Player-Planned Development
Modulated by: Rewards, Penalties,
Potentially conflicting with: Goal Indicators, Narration Structures
Can Instantiate
Anticipation, Creative Control, Emotional Engrossment, Optional Goals, Preventing Goals
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Game State Overview, Negotiation, Player Balance
Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Player Defined 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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