Mutual Goals

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Revision as of 11:55, 6 August 2015 by Staffan Björk (Talk | contribs) (Relations)

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The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Left 4 Dead series

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Instantiates: Symmetric Goals, Alliances, Shared Rewards

Modulates: Shared Resources, Penalties, Competition, Rewards, Player-Decided Distribution of Rewards & Penalties

Instantiated by: Shared Penalties, Shared Rewards, Ownership

Modulated by: Individual Penalties, Player Defined Goals, Secret Alliances, Individual Rewards, Asymmetric Resource Distribution, Negotiation, Shared Penalties

Potentially conflicting with: Conflict, Incompatible Goals

Drop-In/Drop-Out Betrayal Cooperation Agents Algorithmic Agents Team Accomplishments Stimulated Planning Multiplayer Games Companions Factions Delayed Reciprocity Collaborative Actions Balancing Effects Symbiotic Player Relations Mutual FUBAR Enjoyment Team Elimination Teams

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

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Possible Closure Effects

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Potentially Conflicting With

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History

An updated version of the pattern Mutual 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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