Difference between revisions of "Illusionary Rewards"

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[[Extra-Game Information]],  
 
[[Extra-Game Information]],  
 
[[Tournaments]]  
 
[[Tournaments]]  
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 +
conflicting with [[Rewards]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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+
[[Rewards]]
  
 
== History ==
 
== History ==

Revision as of 21:13, 8 August 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Can Modulate

Gameplay Mastery

Can Be Instantiated By

Clues, Diegetically Outstanding Features, Experimenting, Extra-Game Information, Tournaments

conflicting with Rewards

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Can Instantiate

Balancing Effects, Exaggerated Perception of Influence, Extra-Game Consequences, Game-Based Social Statuses, Grinding, Perceivable Margins, Player-Defined Goals, Progress Indicators

Relations

Can Instantiate

Balancing Effects, Exaggerated Perception of Influence, Extra-Game Consequences, Game-Based Social Statuses, Grinding, Perceivable Margins, Player-Defined Goals, Progress Indicators

Can Modulate

Gameplay Mastery

Can Be Instantiated By

Clues, Diegetically Outstanding Features, Experimenting, Extra-Game Information, Tournaments

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Rewards

History

An updated version of the pattern Illusionary 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

-