Ephemeral Goals
Goals that have a temporary existence, that is, they can appear and disappear during the gameplay; their appearance not necessarily known at the beginning of the game and their disappearance may not be due to their completion or them having become impossible.
This pattern is a still a stub.
Examples
Using the pattern
Ephemeral Goals are often also Preventing Goals, simply because a player that is striving towards an such as goal presents himself or herself as a target only from when first observed until the goal is reached or impossible to any longer reach. In these cases it may be difficult to provide specific Rewards related to the ephemeral aspect of the goal (prevent the other goal may be its own Reward). Games that want to acknowledge the possible Game Mastery required to succeed with these types of goals may use specific Achievements - the Level a Charge and Fuel Crisis Achievements in Left 4 Dead 2 are both examples of this[1].
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
An updated version of the pattern Ephemeral Goals that was part of the original collection in the book Patterns in Game Design[2].
or
New pattern created in this wiki.
References
- ↑ List of Left 4 Dead 2 achievements in the Steam Achievements system and percentages of gamers receiving them.
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.