Asymmetric Goals
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Example: In the children's game Tag, the chaser has the goal of catching another player, while the other players try to avoid the chaser, making the goals asymmetric.
Example: The collectable card game Illuminati: New World Order does have Symmetric Goals that all players have, but the game also allows individual players to have secret goal cards, which promote radically different goals, creating an additional set of Asymmetric Goals between the players.
Example: The board game Space Hulk provides players with many low-level Asymmetric Goals by matching slow-moving space marines, which have ranged weapons, against fast-moving aliens, which can only fight in close combat.
Anti-Examples
optional
Using the pattern
Can Be Instantiated By
Freedom of Choice, Preventing Goals, Role Reversal
Can Be Modulated By
Asymmetric Abilities, Paper-Rock-Scissors
Potentially Conflicting With
Player Balance, Symmetric Goals
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Instantiate
Asymmetric Starting Conditions, Replayability, Varied Gameplay
Can Modulate
Competition, End State Scoring, Freedom of Choice
Relations
Can Instantiate
Asymmetric Starting Conditions, Replayability, Varied Gameplay
Can Modulate
Competition, End State Scoring, Freedom of Choice
Can Be Instantiated By
Freedom of Choice, Preventing Goals, Role Reversal
Can Be Modulated By
Asymmetric Abilities, Paper-Rock-Scissors
Possible Closure Effects
-
Potentially Conflicting With
Player Balance, Symmetric Goals
History
An updated version of the pattern Asymmetric 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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