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{
"pattern_name": "Capture",
"description": "Capture is the goal pattern where the end result is the elimination or change of ownership of an actively resisting goal object.",
"content": [
"The [[Capture]] is done directly by the actions performed by game elements under a player's control; thus, shooting an opponent in a first-person shooter is not an example of [[Capture]]."
],
"using_the_pattern": [
"The prime design choice regarding [[Capture]] is to decide if the aim is to [[Eliminate]] or [[Gain Ownership]], but can in both cases be seen as a struggle over [[Ownership]]. As [[Capture]] is most often done through the actions of a game element under a player's control, determining what game elements can be used to [[Capture]] is usually a part of defining the goal.",
"The game design must support some action that facilitates the [[Capture]]. In the case of [[Real-Time Games]], this typically is [[Combat]], [[Maneuvering]], or [[Aim & Shoot]] promoting skills in [[Dexterity-Based Actions]]. [[Turn-Based Games]] favor the use of [[Puzzle Solving]], and thereby [[Stimulated Planning]], but can also make use of [[Investment]] or [[Bidding]]. The first type of game usually has the subgoal of [[Contact]] (with Qix as an example of [[Enclosure]]) while the second type of game commonly has subgoals such as [[Contact]], [[Alignment]], [[Enclosure]], [[Configuration]], and [[Connection]]."
],
"consequences": [
"[[Capture]] goals are very often related to [[Overcome]] goals in the Hierarchies of Goals. How they are related to each other depends primarily on their individual [[Reward]] structures and on players' tactics. [[Capture]] is often achieved by [[Movement]] but in [[Real-Time Games]], this depends on [[Timing]], while in [[Turn-Based Games]], it more often is a form of [[Puzzle Solving]], as players have to take other players or [[Agents]] actions into consideration due to [[Turn Taking]].",
"[[Captures]] combined with [[Eliminate]] of game elements that are [[Non-Renewable Resources]] can quicken gameplay as fewer game elements remain and promote [[Higher-Level Closures as Gameplay Progresses]] since each element represents a greater part of players' [[Resources]]. When [[Capture]] allows [[Transfer of Control]], this causes [[Preventing Goals]] such as [[Evade]] and can trigger retaliating [[Capture]] goals by an original owner to regain control. The control of a new game element through [[Capture]] can motivate [[New Abilities]], possibly [[Privileged Abilities]], to become available."
],
"relations": {
"Instantiates": [
"Combat",
"Higher-Level Closures as Gameplay Progresses",
"Transfer of Control",
"Gain Ownership",
"Timing",
"Movement",
"Preventing Goals"
],
"Modulates": [],
"Instantiated by": [
"Overcome"
],
"Modulated by": [
"Aim & Shoot",
"Connection",
"Enclosure",
"Turn-Based Games",
"Contact",
"Alignment",
"Configuration",
"Evade",
"Puzzle Solving",
"Real-Time Games",
"Maneuvering",
"Turn Taking",
"Ownership",
"Eliminate"
],
"Potentially conflicting with": []
},
"examples": [
"Go allows [[Capture]] by completely enclosing an enemy group of stones.",
"Qix allows the player to catch computer-controlled units by enclosing them in the smaller area of the two areas that are created by outlining a path in the unmarked part of the game area.",
"Priests in Age of Empires can convert pieces controlled by other players as their main offensive action."
],
"label": "11. Game Design Patterns for Goals",
"pattern_links": [
{
"name": "Timing",
"file": "Timing"
},
{
"name": "Alignment",
"file": "Alignment"
},
{
"name": "Turn Taking",
"file": "TurnTaking"
},
{
"name": "Combat",
"file": "Combat"
},
{
"name": "Real-Time Games",
"file": "Real-TimeGames"
},
{
"name": "Preventing Goals",
"file": "PreventingGoals"
},
{
"name": "Configuration",
"file": "Configuration"
},
{
"name": "Puzzle Solving",
"file": "PuzzleSolving"
},
{
"name": "Ownership",
"file": "Ownership"
},
{
"name": "Overcome",
"file": "Overcome"
},
{
"name": "Eliminate",
"file": "Eliminate"
},
{
"name": "Transfer of Control",
"file": "TransferofControl"
},
{
"name": "Higher-Level Closures as Gameplay Progresses",
"file": "Higher-LevelClosuresasGameplayProgresses"
},
{
"name": "Contact",
"file": "Contact"
},
{
"name": "Movement",
"file": "Movement"
},
{
"name": "Enclosure",
"file": "Enclosure"
},
{
"name": "Gain Ownership",
"file": "GainOwnership"
},
{
"name": "Turn-Based Games",
"file": "Turn-BasedGames"
},
{
"name": "Connection",
"file": "Connection"
},
{
"name": "Aim & Shoot",
"file": "Aim&Shoot"
},
{
"name": "Evade",
"file": "Evade"
},
{
"name": "Maneuvering",
"file": "Maneuvering"
}
],
"pattern_id": "Capture",
"playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780207",
"metadata": {
"version": "1.2.2.2",
"date_processed": "2025-04-26",
"source_file": "Capture.htm",
"converter_version": "1.2.2.2"
}
} |