Difference between revisions of "Rewards"

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(Relations)
(Relations)
Line 39: Line 39:
 
Potentially conflicting with: Consistent Reality Logic
 
Potentially conflicting with: Consistent Reality Logic
  
[[Time Limits]]
 
 
[[Achievements]]
 
[[Achievements]]
 
[[Betrayal]]
 
[[Betrayal]]
Line 89: Line 88:
 
[[Resource Caps]]
 
[[Resource Caps]]
 
[[Quests]]
 
[[Quests]]
[[Geospatial Game Widgets]]
 
[[Loot]]
 
[[Warp Zones]]
 
[[Game Items]]
 
[[Character Development]]
 
[[Balancing Effects]]
 
[[Thematic Consistency]]
 
[[Traces]]
 
[[Repeat Combos]]
 
[[Reward Widgets]]
 
[[Strategic Knowledge]]
 
  
 
---
 
---
Line 105: Line 93:
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Gain Competence]]
 
[[Gain Competence]]
 +
 +
==== with [[Geospatial Game Widgets]] ====
 +
[[Reward Widgets]]
 +
 +
==== with [[Time Limits]] ====
 +
[[Optional Goals]],
 +
[[Repeat Combos]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
 
[[Area Control]],  
 
[[Area Control]],  
 +
[[Character Development]],
 +
[[Game Items]],
 
[[Player Killing]],  
 
[[Player Killing]],  
 
[[Resources]],  
 
[[Resources]],  
 +
[[Reward Widgets]],
 
[[Scores]],  
 
[[Scores]],  
 
[[Secret Areas]]
 
[[Secret Areas]]
Line 115: Line 113:
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 
[[Access Rewards]],  
 
[[Access Rewards]],  
 +
[[Character Development]],
 
[[Facilitating Rewards]],  
 
[[Facilitating Rewards]],  
 +
[[Game Items]],
 
[[Glory Rewards]],  
 
[[Glory Rewards]],  
 
[[Improved Abilities]],  
 
[[Improved Abilities]],  
 
[[Individual Rewards]],  
 
[[Individual Rewards]],  
 +
[[Loot]],
 
[[New Abilities]],  
 
[[New Abilities]],  
 
[[Player Killing]],  
 
[[Player Killing]],  
 +
[[Repeat Combos]],
 
[[Shared Rewards]],  
 
[[Shared Rewards]],  
 
[[Social Rewards]],  
 
[[Social Rewards]],  
Line 130: Line 132:
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 
[[Increasing Rewards]],  
 
[[Increasing Rewards]],  
[[Mutual Goals]]
+
[[Mutual Goals]],
 +
[[Reward Widgets]]
  
 
[[Cutscenes]] in [[Single-Player Games]]
 
[[Cutscenes]] in [[Single-Player Games]]
Line 138: Line 141:
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
-
+
[[Thematic Consistency]]
  
 
== History ==
 
== History ==

Revision as of 15:29, 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

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

---

Can Instantiate

Gain Competence

with Geospatial Game Widgets

Reward Widgets

with Time Limits

Optional Goals, Repeat Combos

Can Modulate

Area Control, Character Development, Game Items, Player Killing, Resources, Reward Widgets, Scores, Secret Areas

Can Be Instantiated By

Access Rewards, Character Development, Facilitating Rewards, Game Items, Glory Rewards, Improved Abilities, Individual Rewards, Loot, New Abilities, Player Killing, Repeat Combos, Shared Rewards, Social Rewards, Sustenance Rewards, Unlocking

Game Time Manipulation in Single-Player Games

Can Be Modulated By

Increasing Rewards, Mutual Goals, Reward Widgets

Cutscenes in Single-Player Games

Possible Closure Effects

-

Potentially Conflicting With

Thematic Consistency

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

-