Difference between revisions of "Symmetric Goals"

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[[Category:To be Published]]
 
[[Category:To be Published]]
 
[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
''The one-sentence "definition" that should be in italics.''
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''Goals that from a systemic perspective are symmetric to each other.''
  
This pattern is a still a stub.
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Goals in games are defined by what players or other agents need to accomplish for the goals to be completed. The goals that are symmetric to each other in terms of these needs, as well as the rewards completing them provides, are [[Symmetric Goals]].  
  
 
=== Examples ===
 
=== Examples ===
Example: An archetypical Symmetric Goal is that of a simple race: to be the first player to reach a goal.
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An archetypical [[Symmetric Goals|Symmetric Goal]] is that of a simple race. The goal each player has is symmetric to the others since each player needs to get to the end of the race (be it a spatial race or otherwise) before other players do. Another typical example of [[Symmetric Goals]] can be found in the Japanese version of [[Go]] where each player has the goal to surround the highest number of empty spaces (other versions of [[Go]] also have [[Symmetric Goals]]). While this can be described as an abstract race since the number of spaces are limited, the [[Symmetric Goals]] in [[Chess]] of trying to checkmate each others kings show an example of [[Symmetric Goals]] which are not a race.
 
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Example: A typical example of a Symmetric Goal is to surround the highest number of empty spaces in Japanese versions of Go.
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==== Anti-Examples ====
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optional
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== Using the pattern ==
 
== Using the pattern ==
=== Can Be Instantiated By ===
 
[[King of the Hill]],
 
[[Mutual Goals]],
 
[[Overcome]] 
 
  
[[Multiplayer Games]] together with [[Races]]
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Some game structures naturally provide [[Symmetric Goals]]. [[Races]] (most clearly in [[Multiplayer Games]]) create symmetry since all participants strive to be first, as for example in the [[Mario Kart series]]. Similarly, [[King of the Hill]] provides several players with having an exclusive position and hindering other players from taking that position from them. As [[Overcome]] goals provides targets with a goal to avoid being [[Overcome]], games with this pattern create [[Symmetric Goals]] as long as the opponent has some actions which can be used offensively to avoid being [[Overcome]], i.e. the avoidance goal can be fulfilled by overcoming the one with the [[Overcome]] goal. While it may be easy to simply consider all [[Symmetric Goals]] as being based upon some form of [[Conflicts|Conflict]], players sharing [[Mutual Goals]] have [[Symmetric Goals]] also since these goals are the same goals.
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 
[[Interferable Goals]]
 
[[Interferable Goals]]
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By definition, [[Symmetric Goals]] are incompatible with [[Asymmetric Goals]].
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
[[Asymmetric Goals]],
 
 
[[Unknown Goals]],  
 
[[Unknown Goals]],  
[[Varied Gameplay]]
 
  
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== Consequences ==
  
=== Diegetic Aspects ===
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The presences of [[Symmetric Goals]] can work against [[Varied Gameplay]] in a game. This since replaying the game as another role which has [[Symmetric Goals]] with a previous role means that the replay is less varied than if the goals were [[Asymmetric Goals]].
  
=== Interface Aspects ===
 
  
=== Narration Aspects ===
 
 
== Consequences ==
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Player Balance]],  
 
[[Player Balance]],  

Revision as of 13:43, 12 March 2018

Goals that from a systemic perspective are symmetric to each other.

Goals in games are defined by what players or other agents need to accomplish for the goals to be completed. The goals that are symmetric to each other in terms of these needs, as well as the rewards completing them provides, are Symmetric Goals.

Examples

An archetypical Symmetric Goal is that of a simple race. The goal each player has is symmetric to the others since each player needs to get to the end of the race (be it a spatial race or otherwise) before other players do. Another typical example of Symmetric Goals can be found in the Japanese version of Go where each player has the goal to surround the highest number of empty spaces (other versions of Go also have Symmetric Goals). While this can be described as an abstract race since the number of spaces are limited, the Symmetric Goals in Chess of trying to checkmate each others kings show an example of Symmetric Goals which are not a race.

Using the pattern

Some game structures naturally provide Symmetric Goals. Races (most clearly in Multiplayer Games) create symmetry since all participants strive to be first, as for example in the Mario Kart series. Similarly, King of the Hill provides several players with having an exclusive position and hindering other players from taking that position from them. As Overcome goals provides targets with a goal to avoid being Overcome, games with this pattern create Symmetric Goals as long as the opponent has some actions which can be used offensively to avoid being Overcome, i.e. the avoidance goal can be fulfilled by overcoming the one with the Overcome goal. While it may be easy to simply consider all Symmetric Goals as being based upon some form of Conflict, players sharing Mutual Goals have Symmetric Goals also since these goals are the same goals.

Can Be Modulated By

Interferable Goals

By definition, Symmetric Goals are incompatible with Asymmetric Goals.

Potentially Conflicting With

Unknown Goals,

Consequences

The presences of Symmetric Goals can work against Varied Gameplay in a game. This since replaying the game as another role which has Symmetric Goals with a previous role means that the replay is less varied than if the goals were Asymmetric Goals.


Can Instantiate

Player Balance, Stimulated Planning

with Eliminate

Last Man Standing

with Gain Competence

Red Queen Dilemmas

with Gain Competence and Excluding Goals

Races

Can Modulate

Conflict, Competition

Relations

Can Instantiate

Player Balance, Stimulated Planning

with Eliminate

Last Man Standing

with Gain Competence

Red Queen Dilemmas

with Gain Competence and Excluding Goals

Races

Can Modulate

Conflict, Competition

Can Be Instantiated By

King of the Hill, Mutual Goals, Overcome

Multiplayer Games together with Races

Can Be Modulated By

Interferable Goals

Possible Closure Effects

-

Potentially Conflicting With

Asymmetric Goals, Unknown Goals, Varied Gameplay

History

An updated version of the pattern Symmetric 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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