Committed Goals

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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

Instantiates: Gain Information Modulates: Risk/Reward, Rewards, Player-Decided Distributions, Area Control, Closure Points Instantiated by: Collaborative Actions, Investments Modulated by: Risk/Reward, Negotiation

Can Instantiate

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with ...

Can Modulate

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Can Be Instantiated By

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Can Be Modulated By

Unknown Goals

Possible Closure Effects

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Potentially Conflicting With

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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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