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Critical thinking and argumentation in software engineering Chapter 11 Ilmo Räsänen
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Game design patterns for goals Goals of ownership and overcoming opposition Goals of arrangement Goals of Persistence Goals of information and knowledge
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Goals of ownership and knowledge 1/3 Gain ownership – “gain the ownership of a game element” Overcome – “defeat an opposing force” Stealth – “move/do actions without being detected”
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Goals of ownership and knowledge 2/3 Eliminate – “remove a game element from its location in game space” Rescue – “free someone/something that is guarded” Capture – “end result is the elimination or change of ownership of an actively resisting goal object”
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Goals of ownership and knowledge 3/3 Evade – “avoid being capture or hit” Conceal – “try to hinder other players’ ability to gain information” Race – “competition - be the first to reach a certain goal”
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Goals of arrangement Collection – “completion of several goals that together form a coherent unit” CD includes: alignment, delivery, enclosure, herd, configuration, contact, connection
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Goals of persistence Guard – “hinder other players or game element from accessing a particular area in the game or a particular game element” Survive – “avoid being killed by actions of other players and events in the game” Traverse – “try and move a game element from one position in the game to another” CD: king of the hill, last man standing
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Goals of information and knowledge Gain information – “perform actions in the game in order to be able to receive information or make deductions” Gain competence – “gaining the ability to perform a certain action within the game” Exploration – “learning layout of the Game World, or location specific parts or objects in it” CD: reconnaissance
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Qs Name one game, which includes all of these goals. Are there games without goals? What kind of goals are your favorite ones?
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