Difference between revisions of "Social Rewards"
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== Using the pattern == | == Using the pattern == | ||
− | + | [[Social Rewards]] are [[Rewards]] that have meaning to players because they let them have social regard among other players. Games that let players show [[Gameplay Mastery]] can have this, and many patterns support this, e.g. [[Achievements]], [[Game-based Social Statuses]], [[Global High Score Lists]], and even [[High Score Lists]] in general. | |
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+ | Not all types of [[Social Rewards]] depend on skilled or even successful gameplay. One way to achieve [[Social Rewards]] is to be a meaningful part of a [[Teams|Team]]. This makes possibilities of [[Team Strategy Identification]], [[Team Accomplishment]], and [[Togetherness]] in a game allow players to get [[Social Rewards]] from their contribution without it actually resulting in gameplay successes. Another is the display of [[Social Skills]], e.g. through [[Enactment]], where performances can lead to [[Social Rewards]] in the form of attention or appreciation regardless of how well these performances promote player goals. Within [[:Category:Live Action Roleplaying Games|Live-Action Roleplaying Games]], [[Playing to Lose]] is often partly done for this reason (the other reason typically being to create an interesting story). | ||
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+ | [[Memorabilia]] can serve as a tangible artifact that promotes [[Social Rewards]]. | ||
Being a type of [[Rewards|Reward]] that doesn't directly affect gameplay, [[Social Rewards]] can be given for activities such as [[Grinding]] which are intended to not significantly affect balance between players. | Being a type of [[Rewards|Reward]] that doesn't directly affect gameplay, [[Social Rewards]] can be given for activities such as [[Grinding]] which are intended to not significantly affect balance between players. | ||
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== Consequences == | == Consequences == |
Revision as of 14:33, 19 November 2014
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Social Rewards are Rewards that have meaning to players because they let them have social regard among other players. Games that let players show Gameplay Mastery can have this, and many patterns support this, e.g. Achievements, Game-based Social Statuses, Global High Score Lists, and even High Score Lists in general.
Not all types of Social Rewards depend on skilled or even successful gameplay. One way to achieve Social Rewards is to be a meaningful part of a Team. This makes possibilities of Team Strategy Identification, Team Accomplishment, and Togetherness in a game allow players to get Social Rewards from their contribution without it actually resulting in gameplay successes. Another is the display of Social Skills, e.g. through Enactment, where performances can lead to Social Rewards in the form of attention or appreciation regardless of how well these performances promote player goals. Within Live-Action Roleplaying Games, Playing to Lose is often partly done for this reason (the other reason typically being to create an interesting story).
Memorabilia can serve as a tangible artifact that promotes Social Rewards.
Being a type of Reward that doesn't directly affect gameplay, Social Rewards can be given for activities such as Grinding which are intended to not significantly affect balance between players.
Consequences
Social Rewards is a Reward which is a type of Extra-Game Consequence. It can lead to Bragging.
Relations
Can Instantiate
Bragging, Extra-Game Consequences, Grinding, Rewards
Can Modulate
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Can Be Instantiated By
Achievements, Enactment, Game-based Social Statuses, Gameplay Mastery, Global High Score Lists, High Score Lists, Memorabilia, Social Skills, Team Accomplishment, Team Strategy Identification, Togetherness
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
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