Asymmetric 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

Replayability Freedom of Choice Asymmetric Starting Conditions End State Scoring Varied Gameplay Preventing Goals

Can Instantiate

-

Can Modulate

Competition, Freedom of Choice

Can Be Instantiated By

Role Reversal

Can Be Modulated By

Asymmetric Abilities, Paper-Rock-Scissors

Possible Closure Effects

-

Potentially Conflicting With

Player Balance, Symmetric Goals

History

An updated version of the pattern Asymmetric 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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