Player-Defined Goals: Difference between revisions

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== Relations ==
== Relations ==
Instantiates: [[Emotional Engrossment]], [[Anticipation]], [[Creative Control]], [[Freedom of Choice]], [[Preventing Goals]], [[Extra-Game Consequences]], [[Tension]]
Modulates: [[Rewards]], [[Mutual Goals]]
Instantiated by: [[High Score Lists]], [[Bidding]], [[Character Development]], [[Ephemeral Goals]], [[Construction]], [[Illusionary Rewards]], [[Characters]], [[Betting]], [[Easter Eggs]], [[Collecting]], [[Planned Character Development]]
Modulated by: [[Player Balance]], [[Rewards]], [[Penalties]], [[Game State Overview]], [[Negotiation]]
Potentially conflicting with: [[Goal Indicators]], [[Narration Structures]]
[[Unwinnable Games]]
[[Preventing Goals]]


=== Can Instantiate ===
=== Can Instantiate ===

Revision as of 16:17, 19 January 2018

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

Instantiates: Emotional Engrossment, Anticipation, Creative Control, Freedom of Choice, Preventing Goals, Extra-Game Consequences, Tension

Modulates: Rewards, Mutual Goals

Instantiated by: High Score Lists, Bidding, Character Development, Ephemeral Goals, Construction, Illusionary Rewards, Characters, Betting, Easter Eggs, Collecting, Planned Character Development

Modulated by: Player Balance, Rewards, Penalties, Game State Overview, Negotiation

Potentially conflicting with: Goal Indicators, Narration Structures

Unwinnable Games Preventing Goals

Can Instantiate

Optional Goals

with ...

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 Player Defined Goals that was part of the original collection in the book Patterns in Game Design<ref name="Bjork & Holopainen 2004"/>.

References

<references> <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> </references>

Acknowledgements

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