Supporting Goals
Goals whose primary effect is to help players achieve other goals of a game.
This pattern is a still a stub.
Contents
Examples
Example: In the case of Chess, the subgoals of capturing the opponent's pieces can be seen as Supporting Goals for the higher level goal of checkmating the king. They are not necessary to achieve the checkmate but make it easier to complete.
Example: Getting the power pill in Pac-Man can be seen as a Supporting Goal for the goal of taking all the pills as the ghosts cannot capture Pac-Man during the time he is affected by the power pill.
Example: Real-time strategy games, such as Age of Empires, have many Supporting Goals, from identifying and collecting resources to building defenses and scouting enemy territory, all of which support the goal of defeating the opponents. Much of the skill in those games lies in balancing the struggle towards the different Supporting Goals so that the chances of succeeding with the overarching goal are maximized given the particular circumstances of a specific game instance.
Using the pattern
Goals that commonly work as Supporting Goals include Area Control, Evade, Gain Information, and Sidequests. Other common Supporting Goals are those that provide players with Resources and those that let players have New or Improved Abilities.
Any goals that do help players have more agency in a game, as the ones providing New or Improved Abilities or more Resources, can work as Supporting Goals towards other goals that rely on these Abilities or Resources. This means that often Optional Goals tend to be Supporting Goals as well although in an indirect fashion. Supporting Goals that are not optional instead help create Goal Hierarchies.
Can Be Instantiated By
Potentially Conflicting With
Goals based around Red Herrings are the opposite of Supporting Goals since they misled players. The exception is when the Rewards for these goals provide improvements in Abilities or Resources as this may make them indirectly Supporting Goals in the same way other goals with these types of Resources are.
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Instantiate
Goal Hierarchies, Progress Indicators, Varied Gameplay
with Algorithmic Agents
with Non-Player Characters
Casual Gameplay, Cooperation, Team Combos
Can Modulate
Challenging Gameplay, Game World Exploration, Gameplay Engines, Player Balance, Risk/Reward , Trade-Offs, Traverse
Relations
Can Instantiate
Goal Hierarchies, Progress Indicators, Varied Gameplay
with Algorithmic Agents
with Non-Player Characters
Casual Gameplay, Cooperation, Team Combos
Can Modulate
Challenging Gameplay, Game World Exploration, Gameplay Engines, Player Balance, Risk/Reward , Trade-Offs, Traverse
Can Be Instantiated By
Area Control, Evade, Factions, Gain Information, Improved Abilities, New Abilities, Optional Goals, Pick-Ups, Sidequests, Races
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
History
An updated version of the pattern Supporting 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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