Difference between revisions of "Conceal"

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[[Category:To be Published]]
 
[[Category:To be Published]]
 
[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
''The one-sentence "definition" that should be in italics.''
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''The goal of trying to hinder other players ability to gain information.''
  
 
This pattern is a still a stub.
 
This pattern is a still a stub.
 +
 +
Having as much information as possible about the game state is usually advantageous, and Conceal is the goal of trying to prevent other players from gaining information about part of the game state. Conceal is not only about preventing or hindering other players from finding out the location of the goal object; the aim of Conceal may be to keep certain information associated with a game element from the other players.
  
 
=== Examples ===
 
=== Examples ===
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The children's game [[Hide & Seek]] is the archetypical example of using [[Conceal]] where all children except one try to Conceal their locations.
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The game [[Zendo]] allows the master to secretly make a rule for how differently colored pyramids should be arranged to have "Buddha nature", and the goal of the students is to try and extrapolate the rule from experiments.
  
 
==== Anti-Examples ====
 
==== Anti-Examples ====
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== Relations ==
 
== Relations ==
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[[Replayability]]
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[[Avatars]]
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[[Units]]
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[[Characters]]
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[[Enemies]]
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[[Achilles' Heels]]
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[[Vulnerabilities]]
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[[Red Herrings]]
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[[Traverse]]
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[[Auxiliary Game Screens]]
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[[Stealth]]
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[[Evade]]
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[[Sanctioned Cheating]]
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[[Continuous Goals]]
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[[Preventing Goals]]
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[[Unknown Goals]]
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[[Extra-Game Actions]]
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[[Hiding Places]]
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Modulates: [[Survive]]
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Instantiated by: [[Imperfect Information]], [[Asymmetric Information]]
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Modulated by: [[Freedom of Choice]], [[Creative Control]]
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===

Revision as of 20:35, 26 March 2018

The goal of trying to hinder other players ability to gain information.

This pattern is a still a stub.

Having as much information as possible about the game state is usually advantageous, and Conceal is the goal of trying to prevent other players from gaining information about part of the game state. Conceal is not only about preventing or hindering other players from finding out the location of the goal object; the aim of Conceal may be to keep certain information associated with a game element from the other players.

Examples

The children's game Hide & Seek is the archetypical example of using Conceal where all children except one try to Conceal their locations.

The game Zendo allows the master to secretly make a rule for how differently colored pyramids should be arranged to have "Buddha nature", and the goal of the students is to try and extrapolate the rule from experiments.

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Replayability Avatars Units Characters Enemies Achilles' Heels Vulnerabilities Red Herrings Traverse Auxiliary Game Screens Stealth Evade Sanctioned Cheating Continuous Goals Preventing Goals Unknown Goals Extra-Game Actions Hiding Places

Modulates: Survive

Instantiated by: Imperfect Information, Asymmetric Information

Modulated by: Freedom of Choice, Creative Control

Can Instantiate

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with ...

Can Modulate

-

Can Be Instantiated By

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Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

An updated version of the pattern Conceal 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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