Predefined Goals

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

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Can Instantiate

Enforced Agent Behavior, Gameplay Mastery, Goal Hierarchies

with Unknown Goals

Strategic Knowledge

Can Modulate

Analysis Paralysis, Freedom of Choice, Internal Rivalry, Player-Planned Development

Can Be Instantiated By

Factions

Can Be Modulated By

Asymmetric Information, Ephemeral Goals, Imperfect Information, Information Passing, Perfect Information, Symmetric Information, Unknown Goals

Possible Closure Effects

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Potentially Conflicting With

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History

An updated version of the pattern Predefined 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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