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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"
  }
}