Difference between revisions of "Incompatible Goals"

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(Relations)
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[[Player-Planned Development]]
 
[[Player-Planned Development]]
 
[[Collaborative Actions]]
 
[[Collaborative Actions]]
[[Quests]]
 
 
[[Sidequests]]
 
[[Sidequests]]
 
[[Variable Accuracy]]
 
[[Variable Accuracy]]
 
[[Excluding Goals]]
 
[[Excluding Goals]]
 
[[Last Man Standing]]
 
[[Last Man Standing]]
[[Mutual Goals]]
 
 
[[Varied Gameplay]]
 
[[Varied Gameplay]]
 
[[Connection]]
 
[[Connection]]
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Instantiates: [[Conflicts]], [[Collaborative Actions]], [[Competition]]
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Instantiates: [[Conflicts]], [[Competition]]
  
 
Modulates: [[Attention Swapping]], [[Selectable Sets of Goals]], [[Narration Structures]]
 
Modulates: [[Attention Swapping]], [[Selectable Sets of Goals]], [[Narration Structures]]
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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+
[[Mutual Goals]]
  
 
== History ==
 
== History ==

Revision as of 07:00, 28 September 2016

Two or more goals that cannot be fulfilled simultaneously due to having end conditions that are mutually exclusive.

This pattern is a still a stub.

Examples

Left 4 Dead series

In the board game Time Agent, six different species try to manipulate the past so that events promoting their species occur and events bad for them disappear out of history. Most of these events have at least one species wanting them to exist and at least one species that wants to erase them.

Example: Tag, where the goal of the chaser to catch the other players, the chaser's goal of tagging cannot be fulfilled at the same time as other players' goals of not being caught.

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Roleplaying Open Destiny Social Dilemmas Internal Conflicts Internal Rivalry Player-Planned Development Collaborative Actions Sidequests Variable Accuracy Excluding Goals Last Man Standing Varied Gameplay Connection Configuration Preventing Goals


Instantiates: Conflicts, Competition

Modulates: Attention Swapping, Selectable Sets of Goals, Narration Structures

Instantiated by: Contact

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

Mutual Goals

History

An updated version of the pattern Incompatible 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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