Difference between revisions of "Secret Goals"

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[[Category:Mechanical Patterns]]
 
[[Category:Mechanical Patterns]]
 
[[Category:Goal Patterns]]
 
[[Category:Goal Patterns]]
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[[Category:Information Patterns]]
 
[[Category:Patterns]]
 
[[Category:Patterns]]
[[Category:Needs work]]
 
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]
[[Category:Needs examples]]
 
 
[[Category:Needs references]]
 
[[Category:Needs references]]
 
[[Category:Patterns created on the Wiki]]
 
[[Category:Patterns created on the Wiki]]
[[Category:Stub]]
 
 
[[Category:To be Published]]
 
[[Category:To be Published]]
[[Category:Staffan's current workpage]]
 
 
''Goals that players have which at least some other players do not have knowledge about.''
 
''Goals that players have which at least some other players do not have knowledge about.''
  
This pattern is a still a stub.
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Games gives players goals. However, some game give players [[Secret Goals]] which other players are not aware of. This makes it more difficult for other players to disrupt those
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goals but at the same time makes players want to find out what goals the other players have while continuing to keep their own goal secret.
  
 
=== Examples ===
 
=== Examples ===
 
[[Secret Goals]] are most commonly used in [[:Category:Board Games|Board Games]] and then to provide either victories if they are fulfilled or bonus points for determining winners. [[Battlestar Galactica: The Board Game]] and [[Dead of Winter: A Crossroads Game]] are examples of the former in cooperative games and have the added twist that some players may be working against the other players. Examples of games where players can earn bonus points by reaching their [[Secret Goals]] include [[Amun-Re]], [[Egizia]], [[Ticket to Ride]], and [[Lords of Waterdeep]].  
 
[[Secret Goals]] are most commonly used in [[:Category:Board Games|Board Games]] and then to provide either victories if they are fulfilled or bonus points for determining winners. [[Battlestar Galactica: The Board Game]] and [[Dead of Winter: A Crossroads Game]] are examples of the former in cooperative games and have the added twist that some players may be working against the other players. Examples of games where players can earn bonus points by reaching their [[Secret Goals]] include [[Amun-Re]], [[Egizia]], [[Ticket to Ride]], and [[Lords of Waterdeep]].  
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Players of [[:Category:Roleplaying Games|Roleplaying Games]] such as [[Dungeons & Dragons]] and [[Vampire: The Masquerade]] often have characters with [[Secret Goals]] and when players adopt these as part of roleplaying it becomes their own [[Secret Goals]]. [[Secret Goals]] can also appear in [[:Category:Massively Multiplayer Online Games|Massively Multiplayer Online Games]] such as [[Eve Online]] where players try to infiltrate each others' organizations.
  
 
==== Anti-Examples ====
 
==== Anti-Examples ====
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[[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. [[Secret Goals]] can also be used to create or strengthen [[Internal Conflicts]] as well as make players become [[Traitors]].
 
[[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. [[Secret Goals]] can also be used to create or strengthen [[Internal Conflicts]] as well as make players become [[Traitors]].
  
=== Can Be Instantiated By ===
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Designing [[Secret Goals]] is not very different from designing other goals except of course that they require ways of keeping these secret. This may be done through [[Dedicated Game Facilitators]] but in many cases [[Cards]] can work just as well (all the [[:Category:Board Games|Board Games]] examples above do this). As a form of [[Dedicated Game Facilitators]], [[Game Masters]] can also handle [[Secret Goals]] but more interestingly they can have their own [[Secret Goals]]. A specific way of implementing [[Secret Goals]] is through [[Secret Scoring Mechanisms]], which is basically the use of [[Secret Goals]] to affect players' [[Scores]] rather than simply providing them with victories. [[Player Defined Goals]] are in principle [[Secret Goals]] until players tell others about them; when they are created for [[Player Characters]] in [[:Category:Roleplaying Games|Roleplaying Games]] they are shared by [[Characters|Character]] and player and provide good basis for more challenging [[Roleplaying]]. That being said, having any [[Secret Goals]] in a [[Multiplayer Games]] encourages one to try and keep this secret which requires [[Roleplaying]], so the pattern does give rise to [[Roleplaying]] (or perhaps more accurately [[Enactment]]) even if there are no [[Player Characters]] (the players are basically [[Roleplaying]] a version of themselves that do not have the [[Secret Goals]]). A prime example of this is any game where a player is planning to commit [[Betrayal]].
[[Dedicated Game Facilitators]],  
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[[Secret Scoring Mechanisms]]
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+
 
+
[[Cards]]
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+
=== Can Be Modulated By ===
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[[Turn Taking]]
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+
[[Cards]]
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=== Diegetic Aspects ===
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[[Turn Taking]] in games can allow players more time to observe what other players are doing, and by this try to figure out what their [[Secret Goals]] are.
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
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[[Secret Goals]] is not an [[:Category:Interface Patterns|Interface Pattern]] but as mentioned above relies on a game interface which can provide secrets between players.
  
 
=== Narration Aspects ===
 
=== Narration Aspects ===
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[[Secret Goals]] relate to gameplay goals and not the goals of narrative agents, so the pattern is ''not'' a [[:Category:Narration Patterns|Narration Pattern]]. However, [[Narration Structures]] can provide the basis for [[Secret Goals]] that relate to gameplay and can additionally make them easier to understand and remember due to being mirrored in the narration.
  
 
== 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]].
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[[Secret Goals]] introduces [[Imperfect Information]] into any game and makes 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]].
  
The use of [[Secret Goals]] tend to affect gameplay on a general level. Since it is beneficial for players to know what the other players' goals are, the pattern gives rise to [[Gain Information]] goals and to counter this players may engage in [[Bluffing]] and [[Roleplaying]] to hide their true goals. This makes for more [[Player Unpredictability]] and [[Complex Gameplay]] in games that have [[Secret Goals]].
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The use of [[Secret Goals]] tend to affect gameplay on a general level. Since it is beneficial for players to know what the other players' goals are, the pattern gives rise to [[Gain Information]] goals and to counter this players may engage in [[Bluffing]] and [[Roleplaying]] to hide their true goals. This makes for more [[Player Unpredictability]] and [[Complex Gameplay]] in games that have [[Secret Goals]]. The [[Gain Information]] are likely to become even more valuable to succeed with if the [[Secret Goals]] are also [[Committed Goals]].  
  
 
== Relations ==
 
== Relations ==
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[[Complex Gameplay]],  
 
[[Complex Gameplay]],  
 
[[Gain Information]],  
 
[[Gain Information]],  
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[[Imperfect Information]],
 
[[Player Unpredictability]],  
 
[[Player Unpredictability]],  
 
[[Roleplaying]],  
 
[[Roleplaying]],  
 
[[Tension]],  
 
[[Tension]],  
 
[[Traitors]]
 
[[Traitors]]
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 +
==== with [[Committed Goals]] ====
 +
[[Gain Information]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
 
[[Internal Conflicts]],  
 
[[Internal Conflicts]],  
[[Multiplayer Games]]
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[[Multiplayer Games]],
 +
[[Player Characters]],
 +
[[Roleplaying]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Betrayal]],
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[[Cards]],
 
[[Dedicated Game Facilitators]],  
 
[[Dedicated Game Facilitators]],  
 +
[[Game Masters]],
 +
[[Narration Structures]],
 +
[[Player Defined Goals]],
 
[[Secret Scoring Mechanisms]]
 
[[Secret Scoring Mechanisms]]
  

Latest revision as of 10:51, 17 March 2018

Goals that players have which at least some other players do not have knowledge about.

Games gives players goals. However, some game give players Secret Goals which other players are not aware of. This makes it more difficult for other players to disrupt those goals but at the same time makes players want to find out what goals the other players have while continuing to keep their own goal secret.

Examples

Secret Goals are most commonly used in Board Games and then to provide either victories if they are fulfilled or bonus points for determining winners. Battlestar Galactica: The Board Game and Dead of Winter: A Crossroads Game are examples of the former in cooperative games and have the added twist that some players may be working against the other players. Examples of games where players can earn bonus points by reaching their Secret Goals include Amun-Re, Egizia, Ticket to Ride, and Lords of Waterdeep.

Players of Roleplaying Games such as Dungeons & Dragons and Vampire: The Masquerade often have characters with Secret Goals and when players adopt these as part of roleplaying it becomes their own Secret Goals. Secret Goals can also appear in Massively Multiplayer Online Games such as Eve Online where players try to infiltrate each others' organizations.

Anti-Examples

Chess and Go are examples of classic games which have public goals. Settlers of Catan have development cards that give bonus points, but these are fixed and do not provide goals so this is not an example of Secret Goals.

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. Secret Goals can also be used to create or strengthen Internal Conflicts as well as make players become Traitors.

Designing Secret Goals is not very different from designing other goals except of course that they require ways of keeping these secret. This may be done through Dedicated Game Facilitators but in many cases Cards can work just as well (all the Board Games examples above do this). As a form of Dedicated Game Facilitators, Game Masters can also handle Secret Goals but more interestingly they can have their own Secret Goals. A specific way of implementing Secret Goals is through Secret Scoring Mechanisms, which is basically the use of Secret Goals to affect players' Scores rather than simply providing them with victories. Player Defined Goals are in principle Secret Goals until players tell others about them; when they are created for Player Characters in Roleplaying Games they are shared by Character and player and provide good basis for more challenging Roleplaying. That being said, having any Secret Goals in a Multiplayer Games encourages one to try and keep this secret which requires Roleplaying, so the pattern does give rise to Roleplaying (or perhaps more accurately Enactment) even if there are no Player Characters (the players are basically Roleplaying a version of themselves that do not have the Secret Goals). A prime example of this is any game where a player is planning to commit Betrayal.

Turn Taking in games can allow players more time to observe what other players are doing, and by this try to figure out what their Secret Goals are.

Interface Aspects

Secret Goals is not an Interface Pattern but as mentioned above relies on a game interface which can provide secrets between players.

Narration Aspects

Secret Goals relate to gameplay goals and not the goals of narrative agents, so the pattern is not a Narration Pattern. However, Narration Structures can provide the basis for Secret Goals that relate to gameplay and can additionally make them easier to understand and remember due to being mirrored in the narration.

Consequences

Secret Goals introduces Imperfect Information into any game and makes 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.

The use of Secret Goals tend to affect gameplay on a general level. Since it is beneficial for players to know what the other players' goals are, the pattern gives rise to Gain Information goals and to counter this players may engage in Bluffing and Roleplaying to hide their true goals. This makes for more Player Unpredictability and Complex Gameplay in games that have Secret Goals. The Gain Information are likely to become even more valuable to succeed with if the Secret Goals are also Committed Goals.

Relations

Can Instantiate

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

with Committed Goals

Gain Information

Can Modulate

Internal Conflicts, Multiplayer Games, Player Characters, Roleplaying

Can Be Instantiated By

Betrayal, Cards, Dedicated Game Facilitators, Game Masters, Narration Structures, Player Defined Goals, 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

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Acknowledgements

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