Difference between revisions of "Rewards"
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[[Characters]] | [[Characters]] | ||
[[Stimulated Planning]] | [[Stimulated Planning]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
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=== Can Modulate === | === Can Modulate === | ||
+ | [[Actions Have Diegetically Social Consequences]], | ||
[[Area Control]], | [[Area Control]], | ||
[[Character Development]], | [[Character Development]], | ||
+ | [[Fudged Results]], | ||
[[Game Items]], | [[Game Items]], | ||
[[Grinding]], | [[Grinding]], | ||
Line 93: | Line 87: | ||
[[Arithmetic Progression]], | [[Arithmetic Progression]], | ||
[[Character Development]], | [[Character Development]], | ||
+ | [[Companions]], | ||
[[Delayed Reciprocity]], | [[Delayed Reciprocity]], | ||
+ | [[Extra Chances]], | ||
[[Factions]], | [[Factions]], | ||
[[Facilitating Rewards]], | [[Facilitating Rewards]], | ||
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[[New Abilities]], | [[New Abilities]], | ||
[[Player Killing]], | [[Player Killing]], | ||
+ | [[Quick Travel]], | ||
[[Repeat Combos]], | [[Repeat Combos]], | ||
[[Shared Rewards]], | [[Shared Rewards]], |
Revision as of 18:38, 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
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Can Instantiate
Encouraged Return Visits, Ephemeral Events, Gain Competence, Player-Planned Development
with Geospatial Game Widgets
with Time Limits
Can Modulate
Actions Have Diegetically Social Consequences, Area Control, Character Development, Fudged Results, Game Items, Grinding, Invites, Player Killing, Resource Caps, Resources, Reward Widgets, Scores, Secret Areas
Can Be Instantiated By
Access Rewards, Arithmetic Progression, Character Development, Companions, Delayed Reciprocity, Extra Chances, Factions, Facilitating Rewards, Free Gift Inventories, Handicap Achievements, Game Items, Geometric Progression, Glory Rewards, Goal Achievements, Grind Achievements, Improved Abilities, Individual Rewards, Loot, Minigames, New Abilities, Player Killing, Quick Travel, Repeat Combos, Shared Rewards, Social Rewards, Sustenance Rewards, Testing Achievements, Unlocking
Game Time Manipulation in Single-Player Games
Can Be Modulated By
Extra-Game Broadcasting, Extra-Game Consequences, Free Gift Inventories, Increasing Rewards, Mutual Goals, Reward Widgets
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
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-