Symmetric 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

Time Pressure Multiplayer Games Gain Competence Races Last Man Standing Eliminate Mutual Goals Varied Gameplay Interferable Goals Unknown Goals

Can Instantiate

-

with ...

Can Modulate

Conflict, Competition

Can Be Instantiated By

King of the Hill, Overcome

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

Asymmetric Goals, Unknown Goals

History

An updated version of the pattern Symmetric 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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