Difference between revisions of "Asymmetric Goals"

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(Relations)
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=== Examples ===
 
=== Examples ===
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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.
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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.
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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 ====
 
==== Anti-Examples ====
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== Using the pattern ==
 
== Using the pattern ==
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=== Can Be Instantiated By ===
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[[Freedom of Choice]],
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[[Preventing Goals]],
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[[Role Reversal]]
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=== Can Be Modulated By ===
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[[Asymmetric Abilities]],
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[[Paper-Rock-Scissors]]
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=== Potentially Conflicting With ===
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[[Player Balance]],
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[[Symmetric Goals]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
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=== Can Instantiate ===
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[[Asymmetric Starting Conditions]],
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[[Replayability]],
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[[Varied Gameplay]]
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=== Can Modulate ===
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[[Competition]],
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[[End State Scoring]],
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[[Freedom of Choice]]
  
 
== Relations ==
 
== Relations ==

Revision as of 10:51, 6 March 2018

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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