Difference between revisions of "Selectable Set of Goals"

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[[Unknown Goals]]
 
[[Unknown Goals]]
  
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In [[Multiplayer Games]]
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[[Balancing Effects]],
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A particular variation of [[Selectable Set of Goals]] occurs in games with [[Polyathlons]]. Here players can be allowed to choose what events are part of the [[Polyathlons]] and this causes the outcomes of the various events to be [[Extra-Game Information]] to the [[Polyathlons]].
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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=== Narration Aspects ===
 
=== Narration Aspects ===
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== Consequences ==
 
== Consequences ==
=== Can Instantiate ===
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Allowing players to select one or more goals from a larger set of goals naturally provides these players with a [[Freedom of Choice]] (and even an [[Open Destiny]]), but since the choices are set the use of [[Selectable Set of Goals]] can simultaneously provided [[Enforced Agent Behavior]] and present players with the options of an [[Internal Conflicts|Internal Conflicts]]. One example of where the [[Freedom of Choice]] can be particularly obvious is when the [[Selectable Set of Goals]] relate to [[Traverse]] goals (choosing which quest location in [[Skyrim]] to move to for example).
 
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Allowing players to select one or more goals from a larger set of goals naturally provides these players with a [[Freedom of Choice]] (and even an [[Open Destiny]]), but since the choices are set the use of [[Selectable Set of Goals]] can simultaneously provided [[Enforced Agent Behavior]]. One example of where the [[Freedom of Choice]] can be particularly obvious is when the [[Selectable Set of Goals]] relate to [[Traverse]] goals (choosing which quest location in [[Skyrim]] to move to for example).
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Making the choice what goals to pursue allows players to engage in considerations regarding both [[Risk/Reward]] and [[Trade-Offs]], and being aware of the difference choices promote [[Replayability]] with [[Varied Gameplay]] as long as the choices actually do lead to variations. [[Replayability]] is further encouraged if the goals within the set are [[Excluding Goals]] to each other. Finally, having to choose between these options can lead to [[Analysis Paralysis]].
 
Making the choice what goals to pursue allows players to engage in considerations regarding both [[Risk/Reward]] and [[Trade-Offs]], and being aware of the difference choices promote [[Replayability]] with [[Varied Gameplay]] as long as the choices actually do lead to variations. [[Replayability]] is further encouraged if the goals within the set are [[Excluding Goals]] to each other. Finally, having to choose between these options can lead to [[Analysis Paralysis]].
  
[[Balancing Effects]],
 
 
[[Challenging Gameplay]],  
 
[[Challenging Gameplay]],  
[[Internal Conflicts]],
 
 
==== with [[Polyathlons]] ====
 
[[Extra-Game Information]]
 
  
 
== Relations ==
 
== Relations ==

Revision as of 09:24, 16 February 2018

Goals which players can choose a subset to strive towards.

Games typically provide players with many goals that they can try to complete. In some cases this means that players can choose one or several goals from a larger set of goals. The Selectable Set of Goals can be defined so that players have to select goals first and then can try to achieve them or that they have all goals accessible all the time but only need to complete some of them to complete a larger goal.

Examples

The Ticket to Ride series of board games provides each player with a number of destination tickets which provides goals. Players have to keep some or all of them (types of tickets and numbers varies between the versions). Fulfilled goals provide bonus points while unfulfilled ones cause point penalties, so the selection is binding although players can acquire more tickets during play.

The board game Settlers of Catan provides several goals to players which gives them points, constructing buildings, having the longest road, having the largest army, and having point cards. These create Selectable Set of Goals to each players since it is not important which goals are achieved; the player who reaches a certain total (typically 10) wins the game.

The Civilization series of computer games provide several winning goals that players can strive for, e.g. military dominance, cultural victory, or winning a space race (the exact goals vary between versions of the game). All the goals are available to all players all the time but the first player to reach any of the goals wins the game, making the set of winning goals into a selectable one. A weaker example regards technology trees in these games. Players can choose from a number of technology which to research, but the example is weaker since players often can - and are motivated from a gameplay perspective - to research all possible technologies. The choose is therefore more related to which order players wish to research the technologies.

The different worlds in Super Mario 64 offer a Selectable Set of Goals through the stars placed in them. While players can collect all stars in a world, the typically only need to collect a certain amount to unlock another world and thereby progress in the game. In fact, since unlocking new worlds often depend on a total number of stars collected all the stars placed in all the currently unlocked worlds together build a Selectable Set of Goals.

Using the pattern

Can Modulate

Excluding Goals, Goal Hierarchies, Grind Achievements, Open Destiny, Polyathlons, Predetermined Story Structures, Predictable Consequences

Can Be Instantiated By

Actions Have Diegetically Social Consequences, Area Control, Choke Points, Flanking Routes, Open Destiny, Optional Goals, Predefined Goals

Configuration together with Incompatible Goals

Can Be Modulated By

Ephemeral Goals, Strategic Knowledge, Unknown Goals


In Multiplayer Games

Balancing Effects,

A particular variation of Selectable Set of Goals occurs in games with Polyathlons. Here players can be allowed to choose what events are part of the Polyathlons and this causes the outcomes of the various events to be Extra-Game Information to the Polyathlons.

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Allowing players to select one or more goals from a larger set of goals naturally provides these players with a Freedom of Choice (and even an Open Destiny), but since the choices are set the use of Selectable Set of Goals can simultaneously provided Enforced Agent Behavior and present players with the options of an Internal Conflicts. One example of where the Freedom of Choice can be particularly obvious is when the Selectable Set of Goals relate to Traverse goals (choosing which quest location in Skyrim to move to for example).

Making the choice what goals to pursue allows players to engage in considerations regarding both Risk/Reward and Trade-Offs, and being aware of the difference choices promote Replayability with Varied Gameplay as long as the choices actually do lead to variations. Replayability is further encouraged if the goals within the set are Excluding Goals to each other. Finally, having to choose between these options can lead to Analysis Paralysis.

Challenging Gameplay,

Relations

Can Instantiate

Analysis Paralysis, Balancing Effects, Challenging Gameplay, Enforced Agent Behavior, Freedom of Choice, Internal Conflicts, Open Destiny, Replayability, Risk/Reward, Trade-Offs, Varied Gameplay

with Excluding Goals

Replayability

with Polyathlons

Extra-Game Information

with Traverse

Freedom of Choice

Can Modulate

Excluding Goals, Goal Hierarchies, Grind Achievements, Open Destiny, Polyathlons, Predetermined Story Structures, Predictable Consequences

Can Be Instantiated By

Actions Have Diegetically Social Consequences, Area Control, Choke Points, Flanking Routes, Open Destiny, Optional Goals, Predefined Goals

Configuration together with Incompatible Goals

Can Be Modulated By

Ephemeral Goals, Strategic Knowledge, Unknown Goals

Possible Closure Effects

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Potentially Conflicting With

-

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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