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  • ...s about events that are relevant on a team level, e. g., that a particular goal has been completed or that a certain activity has been initiated by the oth The main design choices for [[Alarms]] are how they are activated, what [[Diegetical
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  • ==== Goals and Goal Structures ==== ...tion Interfaces]] [grew out of real-time games, pop-up choices outside the main game interface, does this exists already partly?] --[[User:Staffan Björk|S
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  • ...hat one has mastered that specific activity through reaching a non-trivial goal. An example of this is the achievements ''Ol' Buddy Ol' Pal'' and ''The Who ...st [[Grinding]], but is probably more likely to do so when combined with [[Goal Achievements]] to provide [[Rewards]] both for beginning to play a certain
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  • ...5000, 10000, 25000, 50000, and 10000 such kills). While these has the same main name, once based upon obtaining mounts and vanity pets have individualized ...an be seen as either a [[Grind Achievements|Grind Achievement]] built on [[Goal Achievements]] of completing the game or [[Testing Achievements]] of testin
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  • [[Category:Goal Patterns]] ''Achievements given to completing a goal in the game.''
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  • The use of [[High Score Lists]] is fairly standardized, with the main design choices being the number of [[Scores]] saved in the [[High Score Lis ...so adds [[Replayability]] to the game, as the players have the additional goal of simply performing slightly better than in the previous game sessions. [[
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  • ...ew of ''Infinite Games'' are [[Unwinnable Games]] that are played with the goal of continuing to play the game. ...les of games that make the realization that they are unwinnable one of the main experiences of playing them.
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  • === Main Gameplay Design Patterns === ...having the role of special infected have the [[Preventing Goals|Preventing Goal]] of hindering those playing uninfected humans. The game [[Levels]] are arr
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  • === Main Gameplay Design Patterns === ...me dictates that the players are the crew onboard a space ship, their main goal being to [[Survive]] for 12 turns despite all the [[Enemies]] and [[Obstacl
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  • ...basic form of [[Achievements|achievement]] is a reward for completing some goal in the game that is necessary for completing the whole game. While these me ...ephemeral goals many times (e.g. ''Cache Grab'' and ''Shock Jock''). Some goal related [[Achievements]] require specific weapons to be used (e.g. ''Chain
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  • ...s simply the intentional joint effort by several agents to try and reach a goal. In games, this allow players to divide tasks between them and rely upon ea ...er the players win the game or they all lose. [[Space Alert]] has the same main design even if in a different setting. In contrast, [[Battlestar Galactica:
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  • ...nce. However, that influence cannot be to powerful since then reaching any goal in any given game would become too easy and lose whatever potential for app ...ance of succeeding one may believe that one can after many actions reach a goal. [[Randomness]] can achieved [[Exaggerated Perception of Influence]] but th
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  • ''Game elements that diegetically represent players, providing their main means of interacting with the world and whose fate is connected to the play Two main requirements are needed for players to perceive themselves as having [[Avat
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  • The two main characters in [[Façade]], Trip and Grace, are algorithmic agents which by ...success, and failure of these goals. [[Memory of Important Events]] and [[Goal-Driven Personal Development]] can relate more precisely to various closures
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  • The main focus of the interactive drama [[Façade]] is to help Grace and Trip solve The main character in [[Fallout: New Vegas]], the 'courier', can have a number of di
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  • === Main Gameplay Design Patterns === === Goal Structures ===
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  • ...a part of the game in which all player action takes place until a certain goal has been reached or an end condition has been fulfilled.'' ...ten have the possibility to leave these [[Levels]] without completing some goal.
    21 KB (3,112 words) - 21:52, 19 March 2018
  • ...the specific challenges of [[False Accusations]] or [[Brokering]] and the goal of [[Maintaining Lies]] are possible. ...eate [[Factions]] that players can interact with or become members of. The goal to [[Gain Allies]] can also be modified so that successfully completing it
    26 KB (3,841 words) - 10:03, 13 May 2022
  • ...r control their own [[Characters|Character]], and one of the main types of goal in the games is to raise the character's level, stats, or skills. This has ...ently of the gameplay and be told through [[Cutscenes]]. In this case, the main relation between the two patterns is the need to maintain a form of [[Thema
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  • ...utes and 33 Seconds of Uniqueness]] where figuring out when to play is the main challenge. Looking at more ordinary games, role-playing games support playe ...es that can require extensive planning by whole groups of players, and the main gameplay activity of [[Space Alert]] is this type of group planning.
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  • Several games, e.g. [[Super Mario series]], let players know who the main [[Enemies|Enemy]] is but only makes it possible to actively fight him or he ...eversible Event]]), e.g. related to a [[Gain Ownership]] or [[Eliminate]] goal. [[Ever Increasing Difficulty]] can through this be added to a game by guar
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  • .... On an elemental level, [[Predetermined Story Structures]] consist of two main parts: the important game entities in the [[Game Worlds]] and the events th ...xamples of this). [[Gain Competence]] goals typically can combine gameplay goal of improving one's position in the game with narrative goals, and closures
    28 KB (3,879 words) - 09:27, 10 March 2018
  • ...Game Element Ownership]] is only meaningful for [[Multiplayer Games]]. The main design choice when using the pattern is deciding what parts of the game are ...ame Element Trading]] and [[Betting]] concerning the game elements. When a goal of the [[Construction]] of game elements is to achieve different [[Combos]]
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  • Besides the goal of surviving encounters with various "mobs", playing [[Minecraft]] consists There are two main ways in which [[Player Created Game Elements]] can be supported in games. T
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  • ...e gameplay, either against each other or working together towards a common goal. Before the emergence of video games basically only puzzles were not multip ...nation]], can be wanted is that one wants to use the [[Last Man Standing]] goal so that the last player(s) having [[Lives]] left wins. [[Races]] in [[Multi
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  • === Main Gameplay Design Patterns === A main story line provides a [[Predetermined Story Structures|Predetermined Story
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  • ''Achievements given for completing some goal while under some type of optional handicap.'' ...achievements ''Swift Execution'' and ''Speed King'' with requires that the main enemy, Ordrak, is defeated in less than 5 and 8 hours respectively<ref name
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  • Since membership is the result of completing a goal, it is typically that the membership is associated with some type of [[Rewa ...a [[Predefined Goals|Predefined Goal]] or as a [[Committed Goals|Committed Goal]] (in the latter case, the memberships needs to have some benefits). While
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  • As mentioned above, one of the main reasons for using [[Cutscenes]] is to unfold [[Predetermined Story Structur ...hallenges, e.g. through [[Achilles' Heels]], and may thereby function as [[Goal Indicators]] and give players' a [[Determinable Chance to Succeed]] - all w
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  • ...By not requiring any other people, these game designs overcome one of the main problems of being able to play a game - finding a sufficient number of will ...minate]] goals or as having [[Opposing Goals]] to the player's [[Survive]] goal. For example, [[Pac-Man]] can be analyzed as a game between the Pac-Man and
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  • ...ames with [[Persistent Game Worlds]] that should not evolve over time. The main challenge with designing [[Grinding]] is providing [[Rewards]] that do not ...[[Grinding]] is not perceived as enjoyable by players, having completed a goal based on it (e.g. [[Grind Achievements]]) does provide a basis for a sort o
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  • [[Category:Goal Patterns]] ...dependent of players' actions. These goals do not have to be linked to the main goals of a game, and when they are not linked they let players choose betwe
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  • ...ave the result of other games be the primary input for what happens in the main game. Since in both these cases the inner games are smaller than the game c The [[Tekken series]] have [[Minigames]] to entertain players while the main games are loading.
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  • [[Category:Goal Patterns]] ...f Empires series]] can convert pieces controlled by other players as their main offensive action.
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  • A main component of supporting [[Pottering]] is that players do not constantly fee [[Pottering]] can also be supported by games for activities outside the main gameplay. One example of this is to allow [[Player Created Game Elements]]
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  • [[Category:Goal Patterns]] ...entioning since they do not have any gameplay function besides that of the goal but can still have diegetic roles. While any type of [[Rewards]] can work,
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  • ...kidnapped in many of the [[Super Mario series]] of games, and players main goal as Mario is to rescue her. There are however exceptions to this structure, ...tant is what goals the [[MacGuffins]] help define; this may be the primary goal of the game or more localized [[Quests]]. Specific examples of goals suitab
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  • ...only two cards) lets players only count the lowest card when scoring (the goal is to received as few points as possible). [[Sets]] exist in two main ways in games: either as ways of defining end conditions or defining scores
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  • ...ly are. The [[Clues]] may be explicit, describing exactly how to reach the goal, or implicit, describing facts and events in the game world which need to b ...ments are typically used to indicate completion of low-level subgoals in [[Goal Hierarchies]] or to promote further [[Game World Exploration]] of a given a
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  • ...ccess Rewards|Access Reward]] (this requirement is most often completing a goal in the previous [[Levels|Level]]). The same goes for [[Transport Routes]], One main use of [[Inaccessible Areas]] is to make [[Game Boards]], [[Game Worlds]],
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  • ...of Surroundings]], [[Character Development]], [[Emotional Attachment]], [[Goal-Driven Personal Development]], [[Initiative]], [[Open Destiny]], [[Own Agen ...etic themes. For this reason, having [[Diegetic Communication]] is often a goal when wanting to have [[Thematic Consistency]]. [[Invisible Walls]] are inte
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  • ...ritory: Quake Wars]] gameplay typically revolve around controlling certain goal areas which also are [[Strategic Locations]]. ...ocate the locations even when they cannot be directly observed through the main game interface.
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  • [[Category:Goal Patterns]] ''The goal of being able to perform a specific ability to a certain level of competenc
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  • [[Category:Goal Patterns]] ''Quests which are optional to a game's main quest structure.''
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  • [[Category:Goal Patterns]] ''Quests whose completion provides the main winning condition of games.''
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  • ...and the [[Unreal Tournament series]], have [[Player Killing]] as the main goal. The more other players that a player manages to take out, the more points
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  • ...reason for having [[Player Elimination]] is that the [[Last Man Standing]] goal can be based upon it - players win by being the last surviving player in th ...liminations of the player themselves. Either this consists of the explicit goal to [[Eliminate]] players or that players can fail in [[Survive]] goals, and
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  • ...the game board in [[Chess]] is one of the main strategies in the game. The goal of [[Go]] is to have efficient [[Area Control]] over as much of the board u ...[[Continuous Goals|Continuous Goal]] and [[Interferable Goals|Interferable Goal]] to [[Guard]] a location; maintaining control over several areas changes t
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  • ...ls]] both modulates and is in conflict with [[Invulnerabilities]]. The two main design choices regarding [[Achilles' Heels]] is who has them and what is re ...If or when they are revealed, protecting them becomes a form of [[Evade]] goal.
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  • [[Category:Goal Patterns]] ...nsists of many minigames, which are played sequentially to progress in the main game, and can be considered [[Polyathlons]] since they each require differe
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  • ...discarding a card (except when emptying their hands in some versions). The goal of [[Uno]] is to get all ones cards into the [[Discard Piles|Discard Pile]] ...to modulate the use of [[Decks]]. When given explicit rules, there are two main design choices related to designing [[Discard Piles]]: should they be open
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  • ...game that uses [[Puzzle Solving]] as small challenges interjected into the main gameplay. ...his not to easy or difficult to do. This means that a [[Gain Information]] goal is the core of [[Puzzle Solving]] activities.
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  • [[Category:Goal Patterns]] ...s of [[Races]]. The winning conditions for these are easy to describe: the goal is to be the first person to pass a certain distance marker, and this is to
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  • [[Category:Goal Patterns]] ''The goal to try to move a game element from one position in a game world to another
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  • ...n addition hide information in [[Mini-maps]] for games that use these. Two main design choices exist for [[Fog of War]]: how is it dispersed and is it divi ...ructure gameplay activity, it is in fact a [[Guard]] or [[Reconnaissance]] goal. Needing to consider [[Fog of War]] in these ways affect how players can an
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  • [[Category:Goal Patterns]] ...e [[Enemies]] have [[Stealth]] goals (not caring about detection being the main counter reason), and when this occurs the [[Reconnaissance]] and [[Stealth]
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  • [[Category:Goal Patterns]] ''The goal of freeing someone or something that is guarded or otherwise not free to mo
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  • [[Category:Goal Patterns]] ''The goal to avoid being captured or hit.''
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  • [[Category:Goal Patterns]] ''The goal to hinder other players or game elements from accessing particular gameplay
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  • ...ng Games]] and [[:Category:Live Action Roleplaying Games|LARPs]], the main goal can be to perform interesting portrayals of characters or create interestin
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  • ...nd presenting the state of the [[Game Worlds|Game World]] is typically the main responsibility for any game with a diegetic setting. The mediation makes it ...odify [[Mediated Gameplay]] since [[Social Interaction]] is often a design goal for games. For [[Enactment]], [[Mediated Gameplay]] typically limits the ex
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  • The design goal of [[Diegetic Communication]] is often not to make it the only form of comm ...aving this as [[Diegetic Communication]] is in contrast seen as one of the main features of the gaming style. For this type of gaming [[Meta-Techniques]] s
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  • As a special type of [[Mandatory Goals]], [[Main Goals]] can have the same relations to [[Narration Structures]] as [[Mandat ...being triggered by specific events in the narration as well as having as a goal a game state than is suitable for a next intended narrative event.
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  • ...it is typically made present in a game through specific subpatterns. Third main sources for [[Uncertainty of Outcome]] can be pointed out. First, uncertain There are some other reasons why [[Uncertainty of Outcome]] can be a design goal in a game. One such reasons is to either make [[Betting]] possible or to ma
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  • ...istance of each other in these games they tend to engage in combat, so the main effect might be in trying to get close to the perceived leader. [[Beat the Leader]] is a [[Mutual Goals|Mutual Goal]] against a perceived leader and a player-controlled [[Negative Feedback Lo
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  • ...the game. The last case is shows how [[Scores]] can be part of defining [[Main Goals]] and how [[Scores]] can often create [[Races]] (but see [[King of th While increasing one's [[Scores|Score]] can be a goal in itself, games sometimes provides [[Rewards]] for reaching certain [[Scor
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  • ...ame Worlds]]. Which [[Resources]] to place and where to place them are the main design choices in focus when using [[Resource Locations]]. ...oration]]. Being able to access them provides a form of [[Gain Ownership]] goal, especially if this is contests by other players. Making most efficient use
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  • ''The goal of eliminating a whole team from gameplay.'' [[Team Elimination]] is the goal to remove all members of a team from gameplay.
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  • ...ts or game elements that use their actions to work towards the same common goal or goals.'' The main consequence of [[Teams]] is to cause [[Agents]], [[Avatars]], or [[Characte
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  • [[Category:Goal Patterns]] ...ve in the [[Endgame]] phase. This may mean that they should not connect to main story lines in a game since these may already be finished. Further, they ma
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  • [[Category:Goal Patterns]] The main reason for introducing [[Companion Quests]] in games is to provide [[Predet
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  • ...aving to affect the game state when players gain them. The existences of [[Goal Achievements]], [[Grind Achievements]], [[Handicap Achievements]], and [[Te ...rovided as extra [[Rewards]] that is not for the players that received the main [[Rewards]].
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  • ...that enable players to perform new actions or existing actions better. The main difference between [[Facilitating Rewards]] and [[Access Rewards]] is that ...acilitating Rewards]] can affect the [[Dynamic Goal Characteristics]] of a goal.
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  • ...ated to making players explore the possibilities of the game &mdash; but [[Goal Achievements]], [[Grind Achievements]], and [[Handicap Achievements]] add v ...ers]] typically also have issues with [[Value of Effort]] since the design goal described by those patterns typically require solutions that affect how sta
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  • ...state, so their use is motivated by various needs related to this and the main challenge in designing them is to determine how they show be shown and when ...automatically. [[Achievements]], [[Alignment]] and [[Connection]] goals, [[Goal Achievements]], and [[Increasing Rewards]] may not explicitly present thems
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  • ..., people try to affect a game state through gameplay actions to reach some goal. Players have [[Unwinnable Game States]] when there exists goals which lets ...a wiki page for a similar concept, [http://tvtropes.org/pmwiki/pmwiki.php/Main/Unwinnable Unwinnable].
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  • [[Category:Goal Patterns]] ...irements can change. Goals with changing requirements are called [[Dynamic Goal Characteristics]].
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  • [[Category:Goal Patterns]] ...yers be provided with goals during gameplay as they progress through the [[Goal Hierarchies]].
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  • [[Category:Goal Patterns]] ...it sets up other players of the game to work against the completion of the goal. Such sets of goals that cannot be completed at the same time are [[Incompa
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  • [[Category:Goal Patterns]] The two main requirements for [[Interferable Goals]] is that there are game actions that
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  • [[Category:Goal Patterns]] ...Optional Goal]] to another goal, which may be an [[Optional Goals|Optional Goal]] in itself. Completing games in [[Ironman Mode]], as is possible for examp
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  • [[Category:Goal Patterns]] ...ame state that defines one or several winners, have the predefined primary goal that can be stated as ''win the game'' but predefined goals that are explic
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  • [[Category:Goal Patterns]] ''Goals where the objective is to prevent a completion of another goal.''
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  • [[Category:Goal Patterns]] ...e all the time but only need to complete some of them to complete a larger goal.
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  • [[Category:Goal Patterns]] ...opponent's pieces can be seen as [[Supporting Goals]] for the higher level goal of checkmating the king. They are not necessary to achieve the checkmate bu
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  • [[Category:Goal Patterns]] ...me. However, the different subgoals that must be completed before the main goal is completed are usually unknown, as knowing these would ruin many of the s
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  • [[Category:Goal Patterns]] ...motivated them in what actions they perform when playing. Such goals are [[Main Goals]] when they describe overarching activities or game states which lead
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  • Two main categories for the [[Bidding]] [[Resources]] are those that are used for ot ...d upon how much they bid - this makes players place bids on cards with the goal of actually not wanting to win the bid since the temporary effects may be b
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  • [[Category:Goal Patterns]] ''The goal to gain the ownership of a game element.''
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  • The workshop has two main goals: First, to collect and discuss gameplay design patterns as a phenomen ...022'''. This will provide the basis for selecting attendees moderated by a goal to ensure a diversity among the participants. The organisers are solely res
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  • The workshop has two main goals: First, to collect and discuss gameplay design patterns as a phenomen ...022'''. This will provide the basis for selecting attendees moderated by a goal to ensure a diversity among the participants. The organisers are solely res
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  • Example: The main actions performed in Pac-Man is moving and collecting pills. [[Goal Hierarchies]],
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  • [[Category:Goal Patterns]] [[Goal Hierarchies]],
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  • [[Category:Goal Patterns]] [[Main Goals]] is one subgroup of [[Mandatory Goals]].
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