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.
Using the pattern
There are several ways of creating Continuous Goals. Many other types of goals are by their nature normally continuous, e.g. Area Control, Conceal, Evade, Guard, King of the Hill, Loyalty, Preventing Goals, Races, Reconnaissance, Repeat Combos, and Survive. Other emerge from the presence of game elements, e.g. Lives and Units gives players Continuous Goals of not losing these. Games with Scores similarly create a goal for players as long as they play to increase their Scores.
There are two categories of Continuous Goals: those that have a predetermined length of time that they need to be maintained and those that depend on other facts. Members of the first category can be created simply by adding explicit Time Limits to a Continuous Goal but also occur naturally when the length of the current part of gameplay for which the goal is relevant is known. Examples of the latter include Preventing Goals and Survive (as long as there are no Time Limits to the gameplay where the goals are relevant).
Continuous Goals can also be used as building blocks for certain other patterns. For example, Companions are basically Algorithmic Agents that have Continuous Supporting Goals to players' Avatars or Characters. As another case, Continuous Goals that relate to Social Dilemmas and require Negotiation can create Cooperation, Dynamic Alliances, and even Social Organizations.
Can Be Instantiated By
Actions Have Diegetically Social Consequences, Factions, Indirect Control, Player-Planned Development, Sustenance Rewards,
Extended Actions together with Interruptible Actions
Can Be Modulated By
Check Points, Encouraged Return Visits, Goal Points,
Can Modulate
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Continuous Goals makes goal have Hovering Closures and add Time Pressure to a game. Through this, the pattern also adds Tension. The existence of Continuous Goals may also make players consider Time Limits.
with Encouraged Return Visits
Relations
Can Instantiate
Hovering Closures, Tension, Time Limits, Time Pressure
with Algorithmic Agents and Supporting Goals
with Negotiation and Social Dilemmas
Cooperation, Dynamic Alliances, Social Organizations
with Encouraged Return Visits
Can Modulate
Can Be Instantiated By
Actions Have Diegetically Social Consequences, Area Control, Conceal, Evade, Factions, Guard, King of the Hill, Indirect Control, Lives, Loyalty, Player-Planned Development, Preventing Goals, Races, Reconnaissance, Repeat Combos, Scores, 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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