Difference between revisions of "Evade"

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(Relations)
(Can Be Instantiated By)
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[[Enemies]],  
 
[[Enemies]],  
 
[[Non-Player Characters]],  
 
[[Non-Player Characters]],  
[[Traps]],
+
[[Traps]]
[[Units]]
+
  
 
[[Achilles' Heels]] together with [[Avatars]], [[Characters]], or [[Units]]
 
[[Achilles' Heels]] together with [[Avatars]], [[Characters]], or [[Units]]

Revision as of 12:08, 17 October 2011


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

This pattern is a still a stub.

This is the goal to avoid being captured or hit. Many elements in a game---for example, monsters, falling rocks, and bullet shots---are directly dangerous to the game elements controlled by players and are best avoided. This encourages players to try and Evade these or suffer the consequences.

Examples

Example: Go gives an example of a turn-based game in which Evade occurs. When playing the game, players may have groups that will be captured unless they manage to Evade an enclosure constructed by another player.

Example: Pac-Man has the goal of avoiding the ghosts while collecting the yellow dots.

Using the pattern

Creating an Evade goal involves deciding what Enemies should to be evaded and what Penalties occur it the goal is not achieved, as typically Evade goals have no explicit Rewards. Evade goals can seldom be completed in themselves, with the exception of Evade goals with Time Limits, but can often be completed by achieving another goal: that of completing an Excluding Goal to whatever goal causes the actions the player is trying to Evade. Examples of this are to shoot an enemy that is trying to shoot you or to deactivate a robot that is trying to kill you. The Penalty for failing to Evade something is closely related to the Reward of the Preventing Goal, but usually means Damage, the loss of a Life, or control of a Unit (possibly because another player completed Gain Ownership of the Unit). The Penalty can also be that the players are forced into Committed Goals, where both succeeding and failing those goals can have negative consequences, for example, having to fight an innocent opponent to the death for having failed a Stealth goal.

Evade goals can be Supporting Goals for Traverse and Delivery goals. If the player succeeds with evading the possibleEnemies, there may be no need to succeed with Overcome goals.

Evade goals usually have Units or moving game elements with dangerous connotations such as bullets, arrows, or missile-like spells as the game elements to be avoided. Noticing Aim & Shoot actions from these trigger Evade goals but also of course make the Aim & Shoot actions more difficult. However, in games where players' Units or Avatars constantly move, Evade goals can also be constructed around Deadly Traps. Any kind of Movement Limitations that affect players during evading naturally make them more difficult.

Evade patterns can interact with Overcome patterns when one player has both. If the Overcome patterns are not used at all, the player with the Evade goal cannot make the chaser fail by directly affecting values related to the chaser. When both Evade and Overcome are present simultaneously, they allow players to create tactics of offense and defense, e. g., to strike or dodge in a boxing game. Another option is to let a player have the Evade goal until a certain other goal, e. g., Gain Ownership of a weapon, is completed and then the player has the possibility to strive for the Overcome pattern. This can be used to create Role Reversal patterns, as in Pac-Man, so the chasers move from having an Overcome goal to having an Evade goal.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Evade goals are based upon not being hit and therefore naturally promote Movement in games. The goals are Continuous Goals where a player is trying to hinder the completion of another player's Capture or Eliminate goalsor to avoid being hit (which are Connection goals). As such, they are Preventing Goals and create Tension as the player is trying to hinder other players' goals.

In Real-Time Games, Evade typically requires players to be proficient in Maneuvering while Puzzle Solving is often the required skill in Turn-Based Games.

Relations

Penalties

Damage Ability Losses Lives

fix this -> Evade with Capture and Privileged Movement -> Challenging Gameplay

fix this -> Maneuvering together with Enemies, Environmental Effects, Obstacles, or Traps

and for Movement

---

Can Instantiate

Quests

with Capture and Privileged Movement

Challenging Gameplay

Can Modulate

Aim & Shoot

Can Be Instantiated By

Aim & Shoot, Capture, Enemies, Non-Player Characters, Traps

Achilles' Heels together with Avatars, Characters, or Units

Movement together with Enemies, Environmental Effects, Obstacles, or Traps

Vulnerabilities together with Avatars, Characters, or Units

Can Be Modulated By

Penalties, Privileged Movement, Time Limits

Possible Closure Effects

Potentially Conflicting With

History

An updated version of the pattern Evade 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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