Difference between revisions of "Rewards"
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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]] | ||
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Potentially conflicting with: [[Thematic Consistency]] | Potentially conflicting with: [[Thematic Consistency]] | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
[[Characters]], | [[Characters]], | ||
+ | [[Committed Goals]], | ||
+ | [[Continuous Goals]], | ||
+ | [[Diminishing Returns]], | ||
[[Extra-Game Broadcasting]], | [[Extra-Game Broadcasting]], | ||
[[Extra-Game Consequences]], | [[Extra-Game Consequences]], | ||
[[Free Gift Inventories]], | [[Free Gift Inventories]], | ||
+ | [[Identification]], | ||
[[Increasing Rewards]], | [[Increasing Rewards]], | ||
[[Mutual Goals]], | [[Mutual Goals]], | ||
+ | [[Outcome Indicators]], | ||
[[Penalties]], | [[Penalties]], | ||
+ | [[Player-Decided Distributions]], | ||
+ | [[Player-Defined Goals]], | ||
[[Randomness]], | [[Randomness]], | ||
[[Reward Widgets]] | [[Reward Widgets]] | ||
+ | [[Unknown Goals]] | ||
[[Cutscenes]] in [[Single-Player Games]] | [[Cutscenes]] in [[Single-Player Games]] |
Revision as of 18:53, 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
Modulates: Attention Swapping, Penalties, Red Queen Dilemmas, Player Defined Goals, Narration Structures, Gameplay Mastery, Alternative Reality, Risk/Reward, Bidding, Trading
Potentially conflicting with: Thematic Consistency
Can Instantiate
Anticipation, Collecting, Competition, Emotional Engrossment, Encouraged Return Visits, Ephemeral Events, Game-Based Social Statuses, Gain Competence, Player-Planned Development, Surprises, Tension
with Geospatial Game Widgets
with Time Limits
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, Betting, 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, Investments, Loot, Minigames, New Abilities, Ownership, 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, Committed Goals, Continuous Goals, Diminishing Returns, Extra-Game Broadcasting, Extra-Game Consequences, Free Gift Inventories, Identification, Increasing Rewards, Mutual Goals, Outcome Indicators, Penalties, Player-Decided Distributions, Player-Defined Goals, Randomness, Reward Widgets Unknown 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
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-