| { | |
| "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" | |
| } | |
| } |