Interferable Goals

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Goals whose progress or completion can be directly influenced by other players or the game system.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Interruptible Actions Time Pressure Enemies Area Control

Instantiates: Conflict

Modulates: Alliances, Race, Symmetric Goals, Symmetric Information

Instantiated by: Last Man Standing, King of the Hill

Potentially conflicting with: Uncertainty of Information, Imperfect Information

Can Instantiate

Preventing Goals

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 Interferable 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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