Difference between revisions of "Predefined Goals"

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Revision as of 15:14, 19 January 2018

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

This pattern is a still a stub.

Predefined Goals are preset by the game designer, usually arranged in a rigid hierarchy, which can only be adaptable by players' choices or interpretations if the design allows it. To make goals unambiguous, Predefined Goals are described using the components of the game and have Rewards described and implemented through the game system. All winnable games, i. e., games where there exists a game state that defines one or several winners, have the predefined primary goal that can be stated as: win the game. This is so common that the existence of such a goal is sometimes used to define what a game is, but examples such as the Sims, Tetris, and Pac-Man show the existence of games that at least question if these definitions are inclusive of all games.

Examples

Chess has the Predefined Goals for each player to checkmate the other player's king. Monopoly has the Predefined Goal of eliminating all other players by driving them into bankruptcy.

Games of StarCraft is won by eliminating all the units of the opponents, although human opponents may surrender before this happens.

Anti-Examples

Tabletop Roleplaying Games such as Dungeons & Dragons don't provide players (or Game Masters) with Predefined Goals. Instead, it is up to Game Masters to propose goals to the players' Characters that the players can adopt or invent their own for their Characters.

Using the pattern

Both Main Goals and Supporting Goals can be Predefined Goals but typically the choice between those two types of goals dictates if a goal should be predefined (given that a designer have thought about the goal makes the answer to this likely to be that it should be predefined). Since their relation to other goals are defined before gameplay begins, Predefined Goals can easily be used to create Goal Hierarchies.

How players become aware of Predefined Goals is another design choice. They may simply be part of the general information about the rules of the games, as is the case for Chess and Go, and which case players have both Perfect and Symmetric Information about the goals. They may be provided before gameplay begins but be randomized (and secret to other players). Examples of games using this solution is Ticket to Ride where players get goal cards in the beginning of the game and Gloomhaven where before each scenario players get two random battle goal cards to choose between. This provides some players with Perfect Information about them and creates Asymmetric Information in the game. Of course, Predefined Goals can also be Unknown Goals (typically only for a limited amount of time so players at some point can start to strive towards them), this lets players have Imperfect Information about the goals of a game.

Can Be Modulated By

Ephemeral Goals, Information Passing,

Narration Aspects

Predefined Goals that are introduced when gameplay is in progress is often tied to Narration Structures of a game. If the goals are goals that are given to the players' Characters, the use of Factions or NPCs are often suitable solutions.

Consequences

Predefined Goals let players have goals that are designed for specific purposes in a game. Being able to fulfill them efficiently or repeatedly over game instances are not only an indicator but a reason for players being able to reach Gameplay Mastery of games with them. While this effect of Predefined Goals applies regardless of if players know which Predefined Goals they have at the beginning of the game, Predefined Goals that are also Unknown Goals let players acquire Strategic Knowledge between game instances.

Predefined Goals help create Enforced Agent Behavior since require players to strive towards specific game states, especially if players have to succeed with the Predefined Goals as part of completing a game.

The presence of Predefined Goals in a game can guarantee Internal Rivalry. When players have several Predefined Goals to choose from they are provided a Freedom of Choice which can also support Player-Planned Development. However, the presence of many goals, or goals that are difficult to choose from, can lead to Analysis Paralysis.

Relations

Can Instantiate

Enforced Agent Behavior, Gameplay Mastery, Goal Hierarchies

with Unknown Goals

Strategic Knowledge

Can Modulate

Analysis Paralysis, Freedom of Choice, Internal Rivalry, Narration Structures, Player-Planned Development, Supporting Goals

Can Be Instantiated By

Factions, NPCs

Can Be Modulated By

Asymmetric Information, Ephemeral Goals, Imperfect Information, Information Passing, Perfect Information, Symmetric Information, Unknown Goals

Possible Closure Effects

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Potentially Conflicting With

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History

An updated version of the pattern Predefined 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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