Difference between revisions of "Dynamic Goal Characteristics"

From gdp3
Jump to: navigation, search
(Consequences)
Line 27: Line 27:
  
 
The goal definition can be conditionally dynamic as is the case in, for example, Squash. The first goal is to get nine points, but if the player does not have a two-point lead, the goal becomes dynamic in regard to the amount of points required for winning the game. This automatically guarantees that there is a Perceivable margin for the winner. The obvious way of describing the goal is to change the definition from absolute (e. g., nine points are needed) to relative (e. g., at least nine points are needed and two points more than the other player).
 
The goal definition can be conditionally dynamic as is the case in, for example, Squash. The first goal is to get nine points, but if the player does not have a two-point lead, the goal becomes dynamic in regard to the amount of points required for winning the game. This automatically guarantees that there is a Perceivable margin for the winner. The obvious way of describing the goal is to change the definition from absolute (e. g., nine points are needed) to relative (e. g., at least nine points are needed and two points more than the other player).
 +
 +
=== Can Modulate ===
 +
[[Collection]],
 +
[[Excluding Goals]],
 +
[[Goal Hierarchies]],
 +
[[Player-Planned Development]]
 +
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
Line 38: Line 45:
  
 
== Consequences ==
 
== Consequences ==
 
+
[[Dynamic Goal Characteristics]] in a game makes it have [[Imperfect Information]] unless there is a deterministic algorithm modifying the characteristics and this is known by players ''and'' the players can deduce more future game states than is needed to complete the goal. Goals with [[Dynamic Goal Characteristics]] are [[Unknown Goals]] to players that do not know the current characteristics (and thereby gives them [[Gain Information]] goals).
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
[[Imperfect Information]],
 
 
[[Perceivable Margins]],  
 
[[Perceivable Margins]],  
[[Unknown Goals]]
 
 
=== Can Modulate ===
 
[[Collection]],
 
[[Excluding Goals]],
 
[[Goal Hierarchies]],
 
[[Player-Planned Development]]
 
  
 
== Relations ==
 
== Relations ==

Revision as of 14:12, 17 March 2018

Goals that have characteristics which change during gameplay.

Players need to know the requirements of goals in games to be able to strive towards fulfilling them. However, this does not mean that the requirements can change. Goals with changing requirements are called Dynamic Goal Characteristics.

Examples

Example: In the roleplaying game Neverwinter Nights, part of the overall goal at the start is to perform a complicated ritual with several non-player characters. When the ritual is finally performed, it turns out that one of the characters doing the ritual is a traitor, and then another goal is revealed to the player: defeat the traitor.

Example: Many children's games, such as Tag and King of the Hill, can either be described as using Dynamic Goal Characteristics or having a static high-level goal with subgoals that switch from avoiding one person to avoiding another person (or being the hunter) in Tag and from defense to offense in King of the Hill.

Example: The card game Fluxx has the current winning goal represented by a played card. Although the game can be said to have the static goal of fulfilling the goal card criteria, the specific winning goal changes as soon as a player plays a new goal card.

Anti-Examples

optional

Using the pattern

The main design choice for using Dynamic Goal Characteristics is, of course, to choose what characteristics of the goal are going to be dynamic. As mentioned previously, changing the information related to a goal is often used in adventure games and that Role Reversal is perhaps one of the most common ways to instantiate Dynamic Goal Characteristics. Another common way is to have an Eliminate goal related to a certain kind of a game element but having a Resource Generator that generates the actual element.

The goal definition can be conditionally dynamic as is the case in, for example, Squash. The first goal is to get nine points, but if the player does not have a two-point lead, the goal becomes dynamic in regard to the amount of points required for winning the game. This automatically guarantees that there is a Perceivable margin for the winner. The obvious way of describing the goal is to change the definition from absolute (e. g., nine points are needed) to relative (e. g., at least nine points are needed and two points more than the other player).

Can Modulate

Collection, Excluding Goals, Goal Hierarchies, Player-Planned Development


Can Be Instantiated By

Ephemeral Goals, Player-Defined Goals, Role Reversal

Resource Generators together with Eliminate

The changes of goal characteristics can however not be to great, since this may make players feel that their actions are meaningless (and that the game is actually switching between several different goals).

Consequences

Dynamic Goal Characteristics in a game makes it have Imperfect Information unless there is a deterministic algorithm modifying the characteristics and this is known by players and the players can deduce more future game states than is needed to complete the goal. Goals with Dynamic Goal Characteristics are Unknown Goals to players that do not know the current characteristics (and thereby gives them Gain Information goals).

Can Instantiate

Perceivable Margins,

Relations

Can Instantiate

Imperfect Information, Perceivable Margins, Resource Generators, Unknown Goals

Can Modulate

Collection, Excluding Goals, Goal Hierarchies, Player-Planned Development

Can Be Instantiated By

Ephemeral Goals, Player-Defined Goals, Role Reversal

Eliminate together with Resource Generators

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Dynamic Goal Characteristics 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

-