Difference between revisions of "Continuous Goals"

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(Relations)
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[[Preventing Goals]]
 
[[Preventing Goals]]
  
Instantiates: [[Goal Hierarchies]]
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Instantiated by: [[Conceal]], [[Survive]], [[King of the Hill]], [[Indirect Control]]
 
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Modulates: [[Penalties]]
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Instantiated by: [[Conceal]], [[Survive]], [[King of the Hill]], [[Indirect Control]], [[Ability Losses]]
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Modulated by: [[Goal Points]]
 
Modulated by: [[Goal Points]]

Revision as of 09:53, 16 March 2018

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

This pattern is a still a stub.

Examples

Example: Multiplayer first-person shooters such as Battlefield 1942 have modes where teams score points (or reduce ticks from the opposing team) by controlling strategic locations.

Example: the goal for the king in King of the Hill is to maintain the game state of being the king while the other players have the goal of changing that game state. The same situation appears in Tag, but reversed; the chasing player, "it", has a goal to change the game state by role reversalwhile the other players try to maintain the state.

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Time Pressure Time Limits Extended Actions Cooperation Tension Challenging Gameplay Units Algorithmic Agents Assassin's Creed series Social Dilemmas Companions Actions Have Diegetically Social Consequences Factions Player-Planned Development Loyalty Encouraged Return Visits Repeat Combos Lives Area Control Races Reconnaissance Evade Guard Scores Rewards Sustenance Rewards Hovering Closures Check Points Preventing Goals

Instantiated by: Conceal, Survive, King of the Hill, Indirect Control

Modulated by: Goal Points

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

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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 Continuous 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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