Difference between revisions of "Conceal"

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== Relations ==
== Relations ==
Modulated by: [[Freedom of Choice]],
=== Can Instantiate ===
=== Can Instantiate ===
[[Continuous Goals]],  
[[Continuous Goals]],  

Revision as of 20:56, 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.


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.



Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects



Can Instantiate

Continuous Goals, Unknown Goals

with Extra-Game Actions

Sanctioned Cheating

with Traverse


Can Modulate


Can Be Instantiated By

Asymmetric Information, Auxiliary Game Screens, Enemies, Hiding Places, Imperfect Information

Avatars, Characters, or Units together with Vulnerabilities

Avatars, Characters, or Units together with Achilles' Heels

Can Be Modulated By

Creative Control, Preventing Goals, Red Herrings

Possible Closure Effects


Potentially Conflicting With



An updated version of the pattern Conceal that was part of the original collection in the book Patterns in Game Design[1].


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