Difference between revisions of "Secret Goals"

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(Consequences)
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== Consequences ==
 
== Consequences ==
 +
[[Secret Goals]] make it difficult to perceive a [[Predictable Winner]] in [[Multiplayer Games]], thereby both adding [[Tension]] and making it difficult to [[Beat the Leader]] and consider [[Surrendering]].
 +
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Bluffing]],  
 
[[Bluffing]],  
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[[Player Unpredictability]],  
 
[[Player Unpredictability]],  
 
[[Roleplaying]],  
 
[[Roleplaying]],  
[[Tension]]
+
 
  
 
=== Can Modulate ===
 
=== Can Modulate ===
 
[[Internal Conflicts]],  
 
[[Internal Conflicts]],  
[[Multiplayer Games]]
 
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
[[Beat the Leader]],
 
[[Predictable Winner]],
 
[[Surrendering]]
 
  
 
== Relations ==
 
== Relations ==

Revision as of 13:29, 17 January 2015

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

This pattern is a still a stub.

Examples

Dead of Winter: A Crossroads Game Battlestar Galactica: The Board Game

Anti-Examples

Chess Go

Using the pattern

Secret Goals are typically introduced in Multiplayer Games to introduce Player Unpredictability and Tension, and by doing so make it more difficult to perceive a Predictable Winner. This in turn makes it less likely that players will try to Beat the Leader or begin Surrendering due to feeling that they cannot win or have meaningful gameplay any longer.


Can Be Instantiated By

Dedicated Game Facilitators, Secret Scoring Mechanisms

Can Be Modulated By

Turn Taking

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Secret Goals make it difficult to perceive a Predictable Winner in Multiplayer Games, thereby both adding Tension and making it difficult to Beat the Leader and consider Surrendering.

Can Instantiate

Bluffing, Complex Gameplay, Gain Information, Player Unpredictability, Roleplaying,


Can Modulate

Internal Conflicts,

Potentially Conflicting With

Relations

Can Instantiate

Bluffing, Complex Gameplay, Gain Information, Player Unpredictability, Roleplaying, Tension

Can Modulate

Internal Conflicts, Multiplayer Games

Can Be Instantiated By

Dedicated Game Facilitators, Secret Scoring Mechanisms

Can Be Modulated By

Turn Taking

Possible Closure Effects

-

Potentially Conflicting With

Beat the Leader, Predictable Winner, Surrendering

History

New pattern created in this wiki.

References

-

Acknowledgements

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