{ "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" } }