Optional Goals

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

This pattern is a still a stub.




Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects



Real-Time Games Left 4 Dead series Time Limits Achievements Betrayal Replayability Challenging Gameplay Open Destiny Assassin's Creed series Non-Player Characters Freedom of Choice Torchlight Companions Actions Have Diegetically Social Consequences Handicap Achievements Enforced Agent Behavior Factions Information Passing Internal Conflicts Loyalty Single-Player Games Grind Achievements Goal Achievements Ephemeral Goals Minigames Speedruns Quests Environmental Storytelling Sets Strategic Knowledge Secret Areas Sidequests Puzzle Solving Easter Eggs PvP Stealth Guard Endgame Quests Companion Quests Rewards Goal Hierarchies Supporting Goals

Instantiates: Hierarchy of Goals, Meta Games, Selectable Sets of Goals, Supporting Goals, Freedom of Choice, Replayability

Modulates: Ephemeral Goals

Instantiated by: Player Defined Goals, Easter Eggs, Games within Games

Modulated by: Trading

Potentially conflicting with:

Can Instantiate

Supporting Goals

with ...

Can Modulate


Can Be Instantiated By


Can Be Modulated By


Possible Closure Effects


Potentially Conflicting With



An updated version of the pattern Optional Goals that was part of the original collection in the book Patterns in Game Design[1].


  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.