Selectable Set of 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
Enforced Agent Behavior Factions Internal Conflicts Renamed Patterns Grind Achievements Ephemeral Goals Balancing Effects Strategic Knowledge Predictable Consequences Choke Points Flanking Routes Area Control Polyathlons Trade-Offs Varied Gameplay Configuration Goal Hierarchies Incompatible Goals Optional Goals
Can Instantiate
Analysis Paralysis, Challenging Gameplay, Freedom of Choice, Open Destiny, Replayability, Risk/Reward
with Excluding Goals
with Traverse
Can Modulate
Excluding Goals, Open Destiny, Predetermined Story Structures
Can Be Instantiated By
Actions Have Diegetically Social Consequences, Open Destiny, Optional Goals, Predefined Goals
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
-
History
An updated version of the pattern Selectable Sets of 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
-