Mutual Goals

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

This pattern is a still a stub.

Examples

Left 4 Dead series

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Modulates: Shared Resources, Penalties, Competition, Rewards, Player-Decided Distributions

Instantiated by: Shared Penalties, Shared Rewards, Ownership

Modulated by: Individual Penalties, Player Defined Goals, Secret Alliances, Individual Rewards, Asymmetric Resource Distribution, Negotiation, Shared Penalties

Potentially conflicting with: Conflict, Incompatible Goals

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

Mutual FUBAR Enjoyment, Team Elimination

Can Be Instantiated By

Factions

Can Be Modulated By

Betrayal

Possible Closure Effects

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Potentially Conflicting With

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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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