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

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 Trade-Offs Varied Gameplay Configuration Goal Hierarchies Incompatible Goals Optional Goals

Can Instantiate

Analysis Paralysis, Challenging Gameplay, Freedom of Choice, Open Destiny, Replayability, Risk/Reward

with Excluding Goals

Replayability

with Traverse

Freedom of Choice

Can Modulate

Excluding Goals, Open Destiny, Predetermined Story Structures

Can Be Instantiated By

Actions Have Diegetically Social Consequences, Open Destiny, Optional Goals, Predefined Goals

Can Be Modulated By

Unknown Goals

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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