Difference between revisions of "Unknown Goals"

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This pattern is a still a stub.
 
This pattern is a still a stub.
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Goals initially, or currently, unknown to players.
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Unknown Goals are goals that players are currently not aware of. The Unknown Goals can either be goals that players themselves will have to fulfill later to win or complete the game, or can be goals that the other players are trying to complete but have no knowledge about. Some Unknown Goals may be revealed during gameplay while others at the end of the game. In some cases these goals are never revealed and it may be the case that other alternatives may have to be chosen when replaying the game to reveal the Unknown Goals.
  
 
=== Examples ===
 
=== Examples ===
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Example: The collectable card game Illuminati New World Order has known goals which all players have, but also allows individual players to have goal cards which gives individual players goals that unknown to the other players.
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Example: Most adventure games start by providing the players with an overarching goal which motivates the players to complete the game. However, the different subgoals that have to be completed before the main goal is completed are usually unknown, as knowing these would ruin many of the surprises in the narrative.
  
 
==== Anti-Examples ====
 
==== Anti-Examples ====
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== Relations ==
 
== Relations ==
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Instantiates: Surprises, Gain Information
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Modulates: Committed Goals, Competition
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Instantiated by: [[Conceal]], [[Dynamic Goal Characteristics]], [[Imperfect Information]]
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Modulated by: [[Clues]], [[Uncertainty of Information]], [[Asymmetric Information]], [[Narration Structures]], [[Downtime]], [[Turn Taking]]
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Potentially conflicting with: [[Trans-Game Information]], [[Symmetric Goals]]
  
 
[[Replayability]]
 
[[Replayability]]

Revision as of 11:02, 16 February 2018

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

This pattern is a still a stub.

Goals initially, or currently, unknown to players. Unknown Goals are goals that players are currently not aware of. The Unknown Goals can either be goals that players themselves will have to fulfill later to win or complete the game, or can be goals that the other players are trying to complete but have no knowledge about. Some Unknown Goals may be revealed during gameplay while others at the end of the game. In some cases these goals are never revealed and it may be the case that other alternatives may have to be chosen when replaying the game to reveal the Unknown Goals.

Examples

Example: The collectable card game Illuminati New World Order has known goals which all players have, but also allows individual players to have goal cards which gives individual players goals that unknown to the other players.

Example: Most adventure games start by providing the players with an overarching goal which motivates the players to complete the game. However, the different subgoals that have to be completed before the main goal is completed are usually unknown, as knowing these would ruin many of the surprises in the narrative.

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Instantiates: Surprises, Gain Information

Modulates: Committed Goals, Competition

Instantiated by: Conceal, Dynamic Goal Characteristics, Imperfect Information

Modulated by: Clues, Uncertainty of Information, Asymmetric Information, Narration Structures, Downtime, Turn Taking

Potentially conflicting with: Trans-Game Information, Symmetric Goals

Replayability Dedicated Game Facilitators Levels Player-Planned Development Ephemeral Goals Clues Strategic Knowledge Parties Rewards Goal Hierarchies Predefined Goals Selectable Set of Goals

Information Passing Optional Goals Level Summaries Environmental Storytelling

Can Instantiate

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with Predefined Goals

Strategic Knowledge

Can Modulate

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Can Be Instantiated By

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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 Unknown 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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