Difference between revisions of "Rewards"

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(Relations)
(Relations)
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[[Shared Rewards]],  
 
[[Shared Rewards]],  
 
[[Sustenance Rewards]]  
 
[[Sustenance Rewards]]  
 +
 +
[[Game Time Manipulation]] in [[Single-Player Games]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 
[[Mutual Goals]]
 
[[Mutual Goals]]
  
[[Game Time Manipulation]] in [[Single-Player Games]]
+
[[Cutscenes]] in [[Single-Player Games]]
 
+
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Revision as of 15:11, 8 August 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Space Alert

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Instantiates: Social Statuses, Surprises, Emotional Engrossment, Anticipation, Collecting, Competition

Modulates: Attention Swapping, Penalties, Red Queen Dilemmas, Player Defined Goals, Narration Structures, Gameplay Mastery, Alternative Reality, Risk/Reward, Bidding, Trading

Instantiated by: Resources, Investments, Betting, Shared Rewards, Ownership

Modulated by: Continuous Goals, Penalties, Committed Goals, Unknown Goals, Diminishing Returns, Identification, Player Defined Goals, Player-Decided Distributions, Outcome Indicators, Arithmetic Rewards for Investments

Potentially conflicting with: Consistent Reality Logic

Time Limits Achievements Betrayal Randomness Tension Challenging Gameplay Units Combos Quick Returns Backtracking Levels Non-Player Characters Characters Stimulated Planning Enemies Fudged Results Extra Chances Freedom of Choice Late Arriving Players Social Dilemmas Quick Travel Companions Actions Have Diegetically Social Consequences Handicap Achievements Factions Extra-Game Consequences Internal Conflicts Internal Rivalry Player-Planned Development Loyalty Single-Player Games Testing Achievements Grind Achievements Goal Achievements Ephemeral Goals Minigames Capture Non-Player Help Free Gift Inventories Invites Altruistic Actions Encouraged Return Visits Grinding Ephemeral Events Delayed Reciprocity Extra-Game Broadcasting Arithmetic Progression Collaborative Actions Geometric Progression Resource Caps Quests Geospatial Game Widgets Loot Warp Zones Game Items Character Development Balancing Effects Thematic Consistency Traces Repeat Combos Reward Widgets Strategic Knowledge Secret Areas Abilities Privileged Abilities Improved Abilities Gain Competence New Abilities Pattern Relations Sidequests Main Quests Lives Player Killing Death Consequences Area Control Focus Loci Skills Quick Time Events Unlocking Social Rewards Asynchronous Collaborative Actions Predictable Winner Increasing Rewards Instances Resources Adventures Scores

Can Instantiate

-

Can Modulate

-

Can Be Instantiated By

Access Rewards, Facilitating Rewards, Glory Rewards, Individual Rewards, Shared Rewards, Sustenance Rewards

Game Time Manipulation in Single-Player Games

Can Be Modulated By

Mutual Goals

Cutscenes in Single-Player Games

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Rewards that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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