Interferable Goals
Goals whose progress or completion can be directly influenced by other players or the game system.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
The two main requirements for Interferable Goals is that there are game actions that make the interference possible and that there are Agents that can do the interference.
Can Be Instantiated By
Area Control, Enemies, Interruptible Actions, King of the Hill, Last Man Standing, Races
Can Be Modulated By
Symmetric Information, Uncertainty of Information
Potentially Conflicting With
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Instantiate
Betrayal, Conflicts, Preventing Goals
with Alliances
Can Modulate
Alliances, [Symmetric Goals]]
Relations
Can Instantiate
Betrayal, Conflicts, Preventing Goals
with Alliances
Can Modulate
Can Be Instantiated By
Area Control, Enemies, Interruptible Actions, King of the Hill, Last Man Standing, Races
Can Be Modulated By
Symmetric Information, Uncertainty of Information
Possible Closure Effects
-
Potentially Conflicting With
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
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-