Difference between revisions of "Committed Goals"

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(Relations)
(Relations)
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secret goals + committed goals -> gain information?
 
secret goals + committed goals -> gain information?
 
Modulates: [[Rewards]],
 
[[Player-Decided Distributions]]
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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=== Can Modulate ===
 
=== Can Modulate ===
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[[Player-Decided Distributions]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===

Revision as of 10:43, 17 March 2018

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

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Analysis Paralysis Time Pressure Betrayal Non-Player Characters Enforced Agent Behavior Factions Extra-Game Consequences Internal Conflicts Loyalty Single-Player Games Ephemeral Goals Delayed Reciprocity Collaborative Actions Pottering Quests Shared Penalties Penalties Closure Points Trade-Offs Unknown Goals

secret goals + committed goals -> gain information?

Can Instantiate

Gain Information

Can Modulate

Player-Decided Distributions

Can Be Instantiated By

Investments

Can Be Modulated By

Negotiation, Risk/Reward, Unknown Goals

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Committed 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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