Predefined Goals: Difference between revisions

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[[Goal Hierarchies]]
[[Goal Hierarchies]]


Instantiates: [[Hierarchy of Goals]], [[Strategic Knowledge]], [[Selectable Sets of Goals]], [[Analysis Paralysis]]
Instantiates: [[Hierarchy of Goals]], [[Selectable Sets of Goals]],  


Modulates: [[Planned Character Development]]
Modulates: [[Planned Character Development]]


Modulated by: [[Perfect Information]], [[Imperfect Information]], [[Asymmetric Information]], [[Symmetric Information]]
Modulated by: [[Perfect Information]], [[Imperfect Information]], [[Asymmetric Information]], [[Symmetric Information]]
Potentially conflicting with: ,


=== Can Instantiate ===
=== Can Instantiate ===
-
-


==== with ... ====
==== with [[Unknown Goals]] ====
[[Strategic Knowledge]]


=== Can Modulate ===
=== Can Modulate ===
-
[[Analysis Paralysis]]


=== Can Be Instantiated By ===
=== Can Be Instantiated By ===

Revision as of 14:48, 12 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

Freedom of Choice Enforced Agent Behavior Factions Information Passing Internal Rivalry Player-Planned Development Ephemeral Goals New Abilities Gameplay Mastery Goal Hierarchies

Instantiates: Hierarchy of Goals, Selectable Sets of Goals,

Modulates: Planned Character Development

Modulated by: Perfect Information, Imperfect Information, Asymmetric Information, Symmetric Information

Can Instantiate

-

Strategic Knowledge

Can Modulate

Analysis Paralysis

Can Be Instantiated By

-

Can Be Modulated By

Ephemeral Goals, Unknown Goals

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Predefined 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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