Difference between revisions of "Rewards"

From gdp3
Jump to: navigation, search
(Relations)
(Relations)
Line 29: Line 29:
 
== Relations ==
 
== Relations ==
  
Instantiates: Social Statuses, Surprises, Emotional Engrossment, Anticipation, Collecting, Competition
+
Instantiates: [[Game-Based 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
 
Modulates: Attention Swapping, Penalties, Red Queen Dilemmas, Player Defined Goals, Narration Structures, Gameplay Mastery, Alternative Reality, Risk/Reward, Bidding, Trading
Line 35: Line 35:
 
Instantiated by: Resources, Investments, Betting, Shared Rewards, Ownership
 
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
+
Modulated by: [[Continuous Goals]], [[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]]
+
 
+
---
+
  
 +
Potentially conflicting with: [[Thematic Consistency]]
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
Line 59: Line 43:
 
[[Ephemeral Events]],  
 
[[Ephemeral Events]],  
 
[[Gain Competence]],  
 
[[Gain Competence]],  
[[Player-Planned Development]]
+
[[Player-Planned Development]],
 +
[[Tension]]
  
 
==== with [[Geospatial Game Widgets]] ====
 
==== with [[Geospatial Game Widgets]] ====
Line 71: Line 56:
 
[[Actions Have Diegetically Social Consequences]],  
 
[[Actions Have Diegetically Social Consequences]],  
 
[[Area Control]],  
 
[[Area Control]],  
 +
[[Challenging Gameplay]],
 
[[Character Development]],  
 
[[Character Development]],  
 
[[Fudged Results]],  
 
[[Fudged Results]],  
Line 85: Line 71:
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 
[[Access Rewards]],  
 
[[Access Rewards]],  
 +
[[Achievements]],
 
[[Arithmetic Progression]],  
 
[[Arithmetic Progression]],  
 
[[Character Development]],  
 
[[Character Development]],  
Line 105: Line 92:
 
[[New Abilities]],  
 
[[New Abilities]],  
 
[[Player Killing]],  
 
[[Player Killing]],  
 +
[[Quick Returns]],
 
[[Quick Travel]],  
 
[[Quick Travel]],  
 
[[Repeat Combos]],  
 
[[Repeat Combos]],  
Line 116: Line 104:
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
[[Characters]],
 
[[Extra-Game Broadcasting]],  
 
[[Extra-Game Broadcasting]],  
 
[[Extra-Game Consequences]],  
 
[[Extra-Game Consequences]],  
Line 121: Line 110:
 
[[Increasing Rewards]],  
 
[[Increasing Rewards]],  
 
[[Mutual Goals]],  
 
[[Mutual Goals]],  
 +
[[Penalties]],
 +
[[Randomness]],
 
[[Reward Widgets]]
 
[[Reward Widgets]]
  

Revision as of 18:46, 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: Game-Based 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, Committed Goals, Unknown Goals, Diminishing Returns, Identification, Player Defined Goals, Player-Decided Distributions, Outcome Indicators, Arithmetic Rewards for Investments

Potentially conflicting with: Thematic Consistency

Can Instantiate

Encouraged Return Visits, Ephemeral Events, Gain Competence, Player-Planned Development, Tension

with Geospatial Game Widgets

Reward Widgets

with Time Limits

Optional Goals, Repeat Combos

Can Modulate

Actions Have Diegetically Social Consequences, Area Control, Challenging Gameplay, Character Development, Fudged Results, Game Items, Grinding, Invites, Player Killing, Resource Caps, Resources, Reward Widgets, Scores, Secret Areas

Can Be Instantiated By

Access Rewards, Achievements, 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 Returns, Quick Travel, Repeat Combos, Shared Rewards, Social Rewards, Sustenance Rewards, Testing Achievements, Unlocking

Game Time Manipulation in Single-Player Games

Can Be Modulated By

Characters, Extra-Game Broadcasting, Extra-Game Consequences, Free Gift Inventories, Increasing Rewards, Mutual Goals, Penalties, Randomness, 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

-