Difference between revisions of "Conceal"

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While [[Conceal]] goals can simply be given as [[Enforced Goals]] to players, many combinations of patterns naturally make players take on implicit [[Conceal Goals]]. [[Enemies]] with [[Reconnaissance]] goals is one example. Others are when the game elements, be they [[Avatars]], [[Characters]], or [[Units]], have [[Achilles' Heels]] or [[Vulnerabilities]] that others can exploit. The latter of these may make players try to hide some game elements while showing (or sacrificing) others. [[Survive]]
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While [[Conceal]] goals can simply be given as [[Enforced Goals]] to players, many combinations of patterns naturally make players take on implicit [[Conceal Goals]]. [[Enemies]] with [[Reconnaissance]] goals is one example. Others are when the game elements, be they [[Avatars]], [[Characters]], or [[Units]], have [[Achilles' Heels]] or [[Vulnerabilities]] that others can exploit. The latter of these may make players try to hide some game elements while showing (or sacrificing) others. Players with [[Survive]] goals are likely to take on [[Conceal]] goals if possible since this offers one solution to completing the [[Survive]] goals (so [[Conceal]] goals modify the [[Survive]] goals).
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===

Revision as of 07:43, 4 April 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-and-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

Designing Conceal goals require two parts: providing players with the possibility of hiding and giving them reasons to hide.


While Conceal goals can simply be given as Enforced Goals to players, many combinations of patterns naturally make players take on implicit Conceal Goals. Enemies with Reconnaissance goals is one example. Others are when the game elements, be they Avatars, Characters, or Units, have Achilles' Heels or Vulnerabilities that others can exploit. The latter of these may make players try to hide some game elements while showing (or sacrificing) others. Players with Survive goals are likely to take on Conceal goals if possible since this offers one solution to completing the Survive goals (so Conceal goals modify the Survive goals).

Can Be Instantiated By

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

Can Be Modulated By

Creative Control, Preventing Goals, Red Herrings

Can Modulate

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Conceal is a Continuous Goal which when combined with Traverse provides Stealth goals. When done as (allowed) Extra-Game Actions they support Sanctioned Cheating. To others, Conceal goals can be Unknown Goals.

Relations

Can Instantiate

Continuous Goals, Unknown Goals

with Extra-Game Actions

Sanctioned Cheating

with Traverse

Stealth

Can Modulate

Survive

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

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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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