Interferable Goals

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Goals whose progress or completion can be directly influenced by other players or the game system.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

The two main requirements for Interferable Goals is that there are game actions that make the interference possible and that there are Agents that can do the interference.

Can Be Instantiated By

Area Control, Enemies, Interruptible Actions, King of the Hill, Last Man Standing, Races

Can Be Modulated By

Symmetric Information, Uncertainty of Information

Potentially Conflicting With

Imperfect Information

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Interferable Goals lets players have Preventing Goals and can lead to Betrayal and Conflicts if the goals are actually interfered with. When the goals can be interfered by those in the same Alliances as those that have the goals, it makes the Alliances into a form of Uncommitted Alliances since they can be compromised or betrayed.

Relations

Can Instantiate

Betrayal, Conflicts, Preventing Goals

with Alliances

Uncommitted Alliances

Can Modulate

Alliances, Symmetric Goals

Can Be Instantiated By

Area Control, Enemies, Interruptible Actions, King of the Hill, Last Man Standing, Races

Can Be Modulated By

Symmetric Information, Uncertainty of Information

Possible Closure Effects

-

Potentially Conflicting With

Imperfect Information

History

An updated version of the pattern Interferable 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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