Committed Goals: Difference between revisions
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== Relations == | == Relations == | ||
[[Analysis Paralysis]] | |||
[[Time Pressure]] | |||
[[Betrayal]] | |||
[[Non-Player Characters]] | |||
[[Enforced Agent Behavior]] | |||
[[Factions]] | |||
[[Extra-Game Consequences]] | |||
[[Internal Conflicts]] | |||
[[Loyalty]] | |||
[[Single-Player Games]] | |||
[[Ephemeral Goals]] | |||
[[Delayed Reciprocity]] | |||
[[Collaborative Actions]] | |||
[[Pottering]] | |||
[[Quests]] | |||
[[Shared Penalties]] | |||
[[Penalties]] | |||
[[Closure Points]] | |||
[[Trade-Offs]] | |||
[[Unknown Goals]] | |||
Instantiates: [[Gain Information]] | |||
Modulates: [[Risk/Reward]], [[Rewards]], [[Player-Decided Distributions]], [[Area Control]], [[Closure Points]] | |||
Instantiated by: [[Collaborative Actions]], [[Investments]] | |||
Modulated by: [[Risk/Reward]], [[Negotiation]] | |||
=== Can Instantiate === | === Can Instantiate === | ||
Revision as of 10:55, 6 March 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
Analysis Paralysis Time Pressure Betrayal Non-Player Characters Enforced Agent Behavior Factions Extra-Game Consequences Internal Conflicts Loyalty Single-Player Games Ephemeral Goals Delayed Reciprocity Collaborative Actions Pottering Quests Shared Penalties Penalties Closure Points Trade-Offs Unknown Goals
Instantiates: Gain Information Modulates: Risk/Reward, Rewards, Player-Decided Distributions, Area Control, Closure Points Instantiated by: Collaborative Actions, Investments Modulated by: Risk/Reward, Negotiation
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
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Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Committed 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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