Difference between revisions of "Mutual Goals"

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== Consequences ==
 
== Consequences ==
=== Can Instantiate ===
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[[Mutual Goals]] are typically used to provide players with [[Shared Rewards]] for some activity, and if [[Agents]] shared those goals create [[Teams]]. Another reason is to make [[Algorithmic Agents]] into [[Companions]] by giving them [[Mutual Goals]] with a player.
[[Alliances]],
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[[Shared Rewards]],  
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[[Symbiotic Player Relations]],
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[[Symmetric Goals]],
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[[Team Accomplishments]]
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==== with [[Agents]] ====
 
[[Teams]]
 
  
==== with [[Algorithmic Agents]] ====
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That [[Mutual Goals]] most often provides [[Shared Rewards]] can give rise to [[Alliances]] if those sharing the goals are not already in [[Teams]], and [[Cooperation]] in both cases. The [[Mutual Goals]] are by definition [[Symmetric Goals]]  
[[Companions]]
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==== with [[Shared Rewards]] ====
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[[Symbiotic Player Relations]]
[[Cooperation]]
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=== Can Instantiate ===
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,
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[[Team Accomplishments]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===

Revision as of 12:17, 11 August 2015

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

This pattern is a still a stub.

Examples

Left 4 Dead series

Using the pattern

Can Be Instantiated By

Ownership, Shared Penalties, Shared Rewards

Can Be Modulated By

Asymmetric Resource Distribution, Betrayal, Individual Penalties, Individual Rewards, Negotiation, Player Defined Goals, Secret Alliances, Shared Penalties

Potentially Conflicting With

Conflicts, Incompatible Goals

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Mutual Goals are typically used to provide players with Shared Rewards for some activity, and if Agents shared those goals create Teams. Another reason is to make Algorithmic Agents into Companions by giving them Mutual Goals with a player.


That Mutual Goals most often provides Shared Rewards can give rise to Alliances if those sharing the goals are not already in Teams, and Cooperation in both cases. The Mutual Goals are by definition Symmetric Goals

Symbiotic Player Relations


Can Instantiate

, Team Accomplishments

Can Modulate

Competition, Factions, Mutual FUBAR Enjoyment, Penalties, Player-Decided Distributions, Rewards, Shared Resources, Team Elimination

Relations

Can Instantiate

Alliances, Shared Rewards, Symbiotic Player Relations, Symmetric Goals, Team Accomplishments

with Agents

Teams

with Algorithmic Agents

Companions

with Shared Rewards

Cooperation

Can Modulate

Factions, Competition, Mutual FUBAR Enjoyment, Penalties, Player-Decided Distributions, Rewards, Shared Resources, Team Elimination

Can Be Instantiated By

Ownership, Shared Penalties, Shared Rewards

Can Be Modulated By

Asymmetric Resource Distribution, Betrayal, Individual Penalties, Individual Rewards, Negotiation, Player Defined Goals, Secret Alliances, Shared Penalties

Possible Closure Effects

-

Potentially Conflicting With

Conflicts, Incompatible Goals

History

An updated version of the pattern Mutual 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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