Preventing Goals

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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

Fix Cooperation realation to this

Using the pattern

Preventing Goals are typically introduced into games to provide challenges, Conflicts, or Enemies in a game.

The main point with designing Preventing Goals is identifying a target goal that is to be prevented and selecting those that should prevent it. The target goal needs to be an Interferable Goal, and examples of such goals include Capture, Eliminate, Evade, Guard, Reconnaissance, and Rescue. Construction or Herd can also be used if they are Agents with different Construction goals regarding the same Construction space or if the entities to be herded are Agents.

The basis for Preventing Goals can also be created from identifying forces opposed to groups a player or Agent should have Loyalty to. However, it should be pointed out that Preventing Goals can be Player-Defined Goals, that is, players can easily make up their own Preventing Goals in any game that has other Agents with Interferable Goals in it.

Can Modulate

Alignment, Conceal, Negotiation, Non-Player Characters, Survive

Can Be Instantiated By

Ephemeral Goals together with Multiplayer Games

Can Be Modulated By

Game State Overviews, Perfect Information, Time Limits


Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

As goals that work against other goals, Preventing Goals give rise to several other patterns. First, the target goal and the Preventing Goal are Asymmetric and Excluding Goals which are Incompatible. Second, Preventing Goals are Continuous Goals until the target goal no longer can be fulfilled. The presences of some Agent actively working against one's goals is also likely to lead to Limited Planning Ability.

The presence of Preventing Goals in a game is likely to create Conflicts and make other Agents seen as Enemies. Perceiving Conflicts may be even more likely for games with Algorithmic Agents since they typically cannot have social interactions outside gameplay actions (although this may be Indirect Conflicts in cases regarding difference in how to use Creative Control). In games where these have diegetic representation in the form of Non-Player Characters, the Conflicts can easily lead to actual Combat if this is possible.

Relations

Cooperation

Can Instantiate

Asymmetric Goals, Conflicts, Continuous Goals, Enemies, Excluding Goals, Incompatible Goals, Limited Planning Ability, Loyalty

with Algorithmic Agents

Conflicts

with Algorithmic Agents and Creative Control

Indirect Conflicts

with Non-Player Characters

Conflicts, Combat

Can Modulate

Alignment, Conceal, Negotiation, Non-Player Characters, Survive

Can Be Instantiated By

Capture, Eliminate, Evade, Guard, Interferable Goals, Player-Defined Goals, Reconnaissance, Rescue

Agents together with Construction or Herd

Ephemeral Goals together with Multiplayer Games

Can Be Modulated By

Game State Overviews, Perfect Information, Time Limits

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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