Committed 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
Analysis Paralysis Time Pressure Betrayal Non-Player Characters Enforced Agent Behavior Factions Extra-Game Consequences Internal Conflicts Loyalty Single-Player Games Ephemeral Goals Delayed Reciprocity Collaborative Actions Pottering Quests Shared Penalties Penalties Closure Points Trade-Offs Unknown Goals
Instantiates: Gain Information
Modulates: Risk/Reward, Rewards, Player-Decided Distributions, Area Control, Closure Points
Instantiated by: Collaborative Actions, Investments
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
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Can Be Modulated By
Negotiation, Risk/Reward, Unknown Goals
Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Committed 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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