Selectable Set of Goals

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

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Analysis Paralysis Replayability Challenging Gameplay Open Destiny Freedom of Choice Predetermined Story Structures Actions Have Diegetically Social Consequences Enforced Agent Behavior Factions Internal Conflicts Renamed Patterns Grind Achievements Ephemeral Goals Balancing Effects Strategic Knowledge Predictable Consequences Choke Points Flanking Routes Area Control Polyathlons Traverse Excluding Goals Trade-Offs Varied Gameplay Configuration Goal Hierarchies Incompatible Goals Optional Goals

Instantiates: Risk/Reward

Modulates: Unknown Goals

Instantiated by: Predefined Goals

Can Instantiate

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with ...

Can Modulate

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Can Be Instantiated By

Optional 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 Selectable Sets of 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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