Symmetric Goals
From gdp3
Revision as of 10:33, 6 March 2018 by Staffan Björk (Talk | contribs)
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
Time Pressure Multiplayer Games Gain Competence Races Last Man Standing Eliminate Mutual Goals Varied Gameplay Interferable Goals Unknown Goals
Modulates: Conflict, Competition
Instantiated by: Overcome, King of the Hill
Can Instantiate
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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
Asymmetric Goals, Unknown Goals
History
An updated version of the pattern Symmetric 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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