Player-Defined Goals

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

This pattern is a still a stub.

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

Unwinnable Games

Can Be Instantiated By

Betting, Bidding, Collecting

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

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

Acknowledgements

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