Difference between revisions of "Preventing Goals"

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(Relations)
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[[Game State Overviews]]
 
[[Game State Overviews]]
  
Instantiates:  
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Instantiated by: [[Construction]], [[Perfect Information]], [[Enemies]], [[Conceal]], [[Survive]], [[Eliminate]]
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Modulated by: Game State Overview
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=== Can Instantiate ===
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[[Asymmetric Goals]],
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[[Conflicts]],
 
[[Continuous Goals]],  
 
[[Continuous Goals]],  
Conflict,  
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[[Excluding Goals]],  
 
[[Interferable Goals]],  
 
[[Interferable Goals]],  
 
[[Incompatible Goals]],  
 
[[Incompatible Goals]],  
[[Asymmetric Goals]],
 
[[Excluding Goals]],
 
 
[[Limited Planning Ability]]
 
[[Limited Planning Ability]]
 
Modulates: Negotiation
 
 
Instantiated by: Construction, Perfect Information, Enemies, Player Defined Goals, Capture, Evade, Conceal, Survive, Eliminate
 
 
Modulated by: Time Limits, Game State Overview
 
 
=== Can Instantiate ===
 
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==== with ... ====
 
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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[[Negotiation]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Player-Defined Goals]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 07:49, 26 September 2016

Goals where the objective is to prevent a completion of another goal.

This pattern is a still a stub.

Examples

Example: The goal of the goalkeeper in Soccer is to prevent the opposing team's players from score goals.

Example: The goal in Backgammon is to move each individual piece to the inner table and one can prevent the other player from achieving this in two ways: by hitting the opponent's piece when moving one's own pieces or by blocking the piece by placing two or more pieces on area of the game board. The first case directly affects the opponent's piece as it interferes with the game state (the position of the piece) defining the opponent's goal. The second case indirectly prevents the goal as it does not affect the piece but may block future moves of the piece.

Left 4 Dead series

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Time Limits Challenging Gameplay Algorithmic Agents Non-Player Characters Enemies Multiplayer Games Alignment Loyalty Ephemeral Goals Capture Combat Stealth Reconnaissance Rescue Evade Guard Herd Excluding Goals Eliminate Game State Overviews

Instantiated by: Construction, Perfect Information, Enemies, Conceal, Survive, Eliminate

Modulated by: Game State Overview

Can Instantiate

Asymmetric Goals, Conflicts, Continuous Goals, Excluding Goals, Interferable Goals, Incompatible Goals, Limited Planning Ability

Can Modulate

Negotiation

Can Be Instantiated By

Player-Defined Goals

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

An updated version of the pattern Preventing 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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