Continuous Goals
Goals that require the player to maintain a subset of a certain game state within certain limits.
This pattern is a still a stub.
Contents
Examples
Example: Multiplayer first-person shooters such as Battlefield 1942 have modes where teams score points (or reduce ticks from the opposing team) by controlling strategic locations.
Example: the goal for the king in King of the Hill is to maintain the game state of being the king while the other players have the goal of changing that game state. The same situation appears in Tag, but reversed; the chasing player, "it", has a goal to change the game state by role reversalwhile the other players try to maintain the state.
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Algorithmic Agents Assassin's Creed series Companions Actions Have Diegetically Social Consequences Factions Player-Planned Development Loyalty Repeat Combos Lives Area Control Races Reconnaissance Evade Guard Scores
Can Instantiate
Hovering Closures, Tension, Time Limits, Time Pressure
with Negotiation and Social Dilemmas
Cooperation, Dynamic Alliances, Social Organizations
with Encouraged Return Visits
Can Modulate
Can Be Instantiated By
Conceal, King of the Hill, Indirect Control, Preventing Goals, Survive, Sustenance Rewards, Units
Extended Actions together with Interruptible Actions
Can Be Modulated By
Check Points, Encouraged Return Visits, Goal Points, Time Limits
Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Continuous 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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