Symmetric Goals
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Example: An archetypical Symmetric Goal is that of a simple race: to be the first player to reach a goal.
Example: A typical example of a Symmetric Goal is to surround the highest number of empty spaces in Japanese versions of Go.
Anti-Examples
optional
Using the pattern
Can Be Instantiated By
King of the Hill, Mutual Goals, Overcome
Multiplayer Games together with Races
Can Be Modulated By
Potentially Conflicting With
Asymmetric Goals, Unknown Goals, Varied Gameplay
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Instantiate
Player Balance, Stimulated Planning
with Eliminate
with Gain Competence
with Gain Competence and Excluding Goals
Can Modulate
Relations
Can Instantiate
Player Balance, Stimulated Planning
with Eliminate
with Gain Competence
with Gain Competence and Excluding Goals
Can Modulate
Can Be Instantiated By
King of the Hill, Mutual Goals, Overcome
Multiplayer Games together with Races
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
Asymmetric Goals, Unknown Goals, Varied Gameplay
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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