Difference between revisions of "Rewards"
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=== Can Instantiate === | === Can Instantiate === | ||
[[Encouraged Return Visits]], | [[Encouraged Return Visits]], |
Revision as of 18:27, 8 August 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
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
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Can Instantiate
Encouraged Return Visits, Ephemeral Events, Gain Competence
with Geospatial Game Widgets
with Time Limits
Can Modulate
Area Control, Character Development, Game Items, Grinding, Invites, Player Killing, Resource Caps, Resources, Reward Widgets, Scores, Secret Areas
Can Be Instantiated By
Access Rewards, Arithmetic Progression, Character Development, Delayed Reciprocity, Facilitating Rewards, Free Gift Inventories, Game Items, Geometric Progression, Glory Rewards, Goal Achievements, Grind Achievements, Improved Abilities, Individual Rewards, Loot, Minigames, New Abilities, Player Killing, Repeat Combos, Shared Rewards, Social Rewards, Sustenance Rewards, Unlocking
Game Time Manipulation in Single-Player Games
Can Be Modulated By
Extra-Game Broadcasting, Free Gift Inventories, Increasing Rewards, Mutual Goals, Reward Widgets
Cutscenes in Single-Player Games
Possible Closure Effects
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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
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-