Difference between revisions of "Shared Rewards"
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== Consequences == | == Consequences == | ||
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Having [[Shared Rewards]] can form [[Mutual Goals]] between players, and is likely to cause [[Cooperation]] between them. It can also be the basis for [[Uncommitted Alliances]] or [[Teams]]. | Having [[Shared Rewards]] can form [[Mutual Goals]] between players, and is likely to cause [[Cooperation]] between them. It can also be the basis for [[Uncommitted Alliances]] or [[Teams]]. | ||
− | As [[Rewards]] given to several different players, [[Shared Rewards]] can serve to create a sense of [[Togetherness]] between them. | + | As [[Rewards]] given to several different players, [[Shared Rewards]] can serve to create a sense of [[Togetherness]] between them. This can also have [[Balancing Effects]] effects if the distribution by the system or players give the most best [[Rewards]] to the weakest players. However, if the [[Rewards]] are not easy to split evenly, they may cause [[Social Dilemmas]] and some players may need to take on [[Social Roles]] handling this. This become most apparent when [[Uncommitted Alliances]] are given [[Shared Rewards]] due to [[Tied Results]] as the [[Rewards]] then become [[Player-Decided Distributions]]. |
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− | [[Balancing Effects]], | + | |
− | [[Social Dilemmas]] | + | |
− | [[Social Roles]] | + | |
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− | [[Player-Decided Distributions]] | + | |
== Relations == | == Relations == |
Revision as of 08:22, 8 August 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Can Modulate
Alliances, Competition, Ownership, Social Interaction, Social Organizations,
Can Be Instantiated By
Collaborative Actions, Factions, Mutual Goals, Tied Results
Can Be Modulated By
Negotiation, Player-Decided Distributions, Shared Resources,
Possible Closure Effects
-
Potentially Conflicting With
Altruistic Actions, Conflict, Delayed Reciprocity, Excluding Goals, Individual Rewards, Tiebreakers
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Having Shared Rewards can form Mutual Goals between players, and is likely to cause Cooperation between them. It can also be the basis for Uncommitted Alliances or Teams.
As Rewards given to several different players, Shared Rewards can serve to create a sense of Togetherness between them. This can also have Balancing Effects effects if the distribution by the system or players give the most best Rewards to the weakest players. However, if the Rewards are not easy to split evenly, they may cause Social Dilemmas and some players may need to take on Social Roles handling this. This become most apparent when Uncommitted Alliances are given Shared Rewards due to Tied Results as the Rewards then become Player-Decided Distributions.
Relations
Can Instantiate
Balancing Effects, Rewards, Mutual Goals, Social Dilemmas, Social Roles, Teams, Togetherness, Uncommitted Alliances
with Mutual Goals
with Tied Results and Uncommitted Alliances
Can Modulate
Alliances, Competition, Ownership, Social Interaction, Social Organizations,
Can Be Instantiated By
Collaborative Actions, Factions, Mutual Goals, Tied Results
Can Be Modulated By
Negotiation, Player-Decided Distributions, Shared Resources,
Possible Closure Effects
-
Potentially Conflicting With
Altruistic Actions, Conflict, Delayed Reciprocity, Excluding Goals, Individual Rewards, Tiebreakers
History
An updated version of the pattern Shared Rewards that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-