Interferable Goals
Goals whose progress or completion can be directly influenced by other players or the game system.
This pattern is a still a stub.
Examples
Anti-Examples
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Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Interruptible Actions Time Pressure Enemies Area Control
Instantiates: Conflict
Modulates: Alliances, Race, Symmetric Goals, Symmetric Information
Instantiated by: Last Man Standing, King of the Hill
Potentially conflicting with: Uncertainty of Information, Imperfect Information
Can Instantiate
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 Interferable 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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