Goals that players do not need to complete in order to win or finish a game.
This pattern is a still a stub.
- 1 Examples
- 2 Using the pattern
- 3 Consequences
- 4 Relations
- 5 History
- 6 References
- 7 Acknowledgements
Example: Collecting extra heart pieces in Zelda are Optional Goals that help the player.
Example: In one of the games in the Ultima series, one can bake bread, but this is of no use to the player in the game.
Example: The secret areas in Castle Wolfenstein offer several types of Rewards to players but are not required to complete the game. After accidentally finding one, or being informed by other players, the player does not know where these areas are but does know that they exist and can choose to spend time looking for them.
Example: The games in the Final Fantasy series provide many quests that give experience points and objects when they are fulfilled but they are not necessary to solve to complete the game.
Example: The game Day of the Tentacle contains the whole predecessor, Maniac Mansion, as part of a game console that is within the game. The whole inner game could be finished without providing any advantage to the outer game.
Using the pattern
Instantiated by: Player Defined Goals
Modulated by: Trading
with Ephemeral Goals
Can Be Instantiated By
Achievements, Actions Have Diegetically Social Consequences, Companion Quests, Easter Eggs, Endgame Quests, Environmental Storytelling, Handicap Achievements, Information Passing, Loyalty, Minigames, Open Destiny, Secret Areas, Sidequests, Speedruns
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.
- Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.