Symmetric Goals: Difference between revisions

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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]]
=== Can Be Modulated By ===
[[Interferable Goals]]
=== Potentially Conflicting With ===
[[Asymmetric Goals]],
[[Unknown Goals]],
[[Varied Gameplay]]


=== Diegetic Aspects ===
=== Diegetic Aspects ===
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== Consequences ==
== Consequences ==
=== 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 ==
== Relations ==

Revision as of 10:41, 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

Can Be Instantiated By

King of the Hill, Mutual Goals, Overcome

Multiplayer Games together with Races

Can Be Modulated By

Interferable Goals

Potentially Conflicting With

Asymmetric Goals, Unknown Goals, Varied Gameplay


Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Can Instantiate

Player Balance, Stimulated Planning

Last Man Standing

Red Queen Dilemmas

Races

Can Modulate

Conflict, Competition

Relations

Can Instantiate

Player Balance, Stimulated Planning

Last Man Standing

Red Queen Dilemmas

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<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

-