Symmetric Goals: Difference between revisions

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=== Examples ===
=== Examples ===
Example: An archetypical Symmetric Goal is that of a simple race: to be the first player to reach a goal.


Example: A typical example of a Symmetric Goal is to surround the highest number of empty spaces in Japanese versions of Go.
==== Anti-Examples ====
==== Anti-Examples ====
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Revision as of 10:51, 6 March 2018

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

This pattern is a still a stub.

Examples

Example: An archetypical Symmetric Goal is that of a simple race: to be the first player to reach a goal.

Example: A typical example of a Symmetric Goal is to surround the highest number of empty spaces in Japanese versions of Go.

Anti-Examples

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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

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