Difference between revisions of "Goal Hierarchies"

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[[Category:To be Published]]
 
[[Category:To be Published]]
 
[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
''The one-sentence "definition" that should be in italics.''
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''Structures of goals where the completion or non-competition of certain goals affects the possibility to complete other goals.''
  
 
This pattern is a still a stub.
 
This pattern is a still a stub.
  
 
=== Examples ===
 
=== Examples ===
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Example: A good example of a Hierarchy of Goals can be found in Zelda: A Link to the Past. At the start, Link is given the task of rescuing princess Zelda from the castle. After accomplishing this, Link is presented with a more elaborate quest of overcoming the evil wizard Agahnim. The subgoals of this task, such as freeing the seven maidens, are gradually revealed to the player during the gameplay and, near the end of the game, it is revealed that it is not Agahnim, but Ganon from the Dark World, that Link has to overcome.
  
==== Anti-Examples ====
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Example: Chess can be seen as a loosely defined implicit Hierarchy of Goals. No pieces need to be captured from the opponent, nor any strategic locations occupied, to be able to checkmate the opponent's king. However, it does make the goal of checkmating easier, and nearly all players focus on achieving these subgoals before attempting to achieve the main goal.
optional
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Example: The rough goal hierarchy in Pac-Man is as follows: eat the pills while avoiding the ghosts, get the power pill while avoiding the ghosts, chase the ghosts or eat the pills while under the influence of the power-pill, finish levels by taking all pills on each level, and finally get into the high score list.
  
 
== Using the pattern ==
 
== Using the pattern ==
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== Relations ==
 
== Relations ==
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[[Achievements]]
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[[Higher-Level Closures as Gameplay Progresses]]
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[[Levels]]
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[[Stimulated Planning]]
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[[Enemies]]
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[[Factions]]
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[[Grind Achievements]]
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[[Minigames]]
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[[Speedruns]]
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[[Capture]]
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[[Quests]]
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[[Clues]]
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[[Boss Monsters]]
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[[Strategic Knowledge]]
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[[One-Way Travel]]
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[[Traverse]]
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[[Herd]]
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[[Complex Gameplay]]
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[[Companion Quests]]
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[[Save Points]]
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Instantiates: [[Narration Structures]]
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Instantiated by: [[Continuous Goals]], [[Predefined Goals]], [[Optional Goals]], [[Tournaments]], [[Collecting]], [[Renewable Resources]]
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Modulated by: [[Dynamic Goal Characteristics]], [[Unknown Goals]], [[Selectable Sets of Goals]], [[Excluding Goals]], [[Ephemeral Goals]]
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Potentially conflicting with: [[Quick Games]]
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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== History ==
 
== History ==
An updated version of the pattern ''Goal Hierarchies'' that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>.
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An updated version of the pattern ''Hierarchies of Goals'' that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>.
  
 
== References ==
 
== References ==

Revision as of 15:56, 3 October 2016

Structures of goals where the completion or non-competition of certain goals affects the possibility to complete other goals.

This pattern is a still a stub.

Examples

Example: A good example of a Hierarchy of Goals can be found in Zelda: A Link to the Past. At the start, Link is given the task of rescuing princess Zelda from the castle. After accomplishing this, Link is presented with a more elaborate quest of overcoming the evil wizard Agahnim. The subgoals of this task, such as freeing the seven maidens, are gradually revealed to the player during the gameplay and, near the end of the game, it is revealed that it is not Agahnim, but Ganon from the Dark World, that Link has to overcome.

Example: Chess can be seen as a loosely defined implicit Hierarchy of Goals. No pieces need to be captured from the opponent, nor any strategic locations occupied, to be able to checkmate the opponent's king. However, it does make the goal of checkmating easier, and nearly all players focus on achieving these subgoals before attempting to achieve the main goal.

Example: The rough goal hierarchy in Pac-Man is as follows: eat the pills while avoiding the ghosts, get the power pill while avoiding the ghosts, chase the ghosts or eat the pills while under the influence of the power-pill, finish levels by taking all pills on each level, and finally get into the high score list.

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Achievements Higher-Level Closures as Gameplay Progresses Levels Stimulated Planning Enemies Factions Grind Achievements Minigames Speedruns Capture Quests Clues Boss Monsters Strategic Knowledge One-Way Travel Traverse Herd Complex Gameplay Companion Quests Save Points

Instantiates: Narration Structures

Instantiated by: Continuous Goals, Predefined Goals, Optional Goals, Tournaments, Collecting, Renewable Resources

Modulated by: Dynamic Goal Characteristics, Unknown Goals, Selectable Sets of Goals, Excluding Goals, Ephemeral Goals

Potentially conflicting with: Quick Games

Can Instantiate

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with ...

Can Modulate

-

Can Be Instantiated By

Supporting Goals

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Hierarchies of 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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