Optional Goals
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Real-Time Games Left 4 Dead series Time Limits Achievements Betrayal Replayability Challenging Gameplay Open Destiny Assassin's Creed series Non-Player Characters Freedom of Choice Torchlight Companions Actions Have Diegetically Social Consequences Handicap Achievements Enforced Agent Behavior Factions Information Passing Internal Conflicts Loyalty Single-Player Games Grind Achievements Goal Achievements Ephemeral Goals Minigames Speedruns Quests Environmental Storytelling Sets Strategic Knowledge Secret Areas Sidequests Puzzle Solving Easter Eggs PvP Stealth Guard Endgame Quests Companion Quests Rewards Goal Hierarchies Supporting Goals
Instantiates: Hierarchy of Goals, Meta Games, Selectable Sets of Goals, Supporting Goals, Freedom of Choice, Replayability
Modulates: Ephemeral Goals
Instantiated by: Player Defined Goals, Easter Eggs, Games within Games
Modulated by: Trading
Potentially conflicting with:
Can Instantiate
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 Optional 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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