Difference between revisions of "Value of Effort"
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[[Non-Player Help]] | [[Non-Player Help]] | ||
[[Grinding]] | [[Grinding]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Abstract Player Construct Development]], | ||
[[Achievements]], | [[Achievements]], | ||
[[Character Development]], | [[Character Development]], | ||
[[Persistent Game World Changes]], | [[Persistent Game World Changes]], | ||
+ | [[Pottering]], | ||
+ | [[Public Player Statistics]], | ||
[[Unlocking]] | [[Unlocking]] | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Arithmetic Progression]], | ||
[[Player Elimination]] | [[Player Elimination]] | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | [[Balancing Effects]], | ||
[[Drop-In/Drop-Out]], | [[Drop-In/Drop-Out]], | ||
[[Player Augmentations]], | [[Player Augmentations]], | ||
[[Player/Character Skill Composites]], | [[Player/Character Skill Composites]], | ||
+ | [[Purchasable Game Advantages]], | ||
[[Setback Penalties]] | [[Setback Penalties]] | ||
Revision as of 12:04, 23 November 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
Challenging Gameplay Further Player Improvement Potential Dynamic Difficulty Adjustment Exaggerated Perception of Influence Avatars Backtracking Levels Characters Fudged Results Multiplayer Games Late Arriving Players Handicap Achievements Grind Achievements Goal Achievements Visits Massively Multiplayer Online Games Non-Player Help Grinding
Can Instantiate
with ...
Can Modulate
-
Can Be Instantiated By
Abstract Player Construct Development, Achievements, Character Development, Persistent Game World Changes, Pottering, Public Player Statistics, Unlocking
Construction together with Extra-Game Broadcasting, Irreversible Events, or Persistent Game Worlds
Geometric Progression together with Extended Actions or Positive Feedback Loops
Persistent Game Worlds together with Character Development or Player-Planned Development
Speedruns together with Extra-Game Broadcasting
Can Be Modulated By
Arithmetic Progression, Player Elimination
Possible Closure Effects
-
Potentially Conflicting With
Balancing Effects, Drop-In/Drop-Out, Player Augmentations, Player/Character Skill Composites, Purchasable Game Advantages, Setback Penalties
History
New pattern created in this wiki.
References
-
Acknowledgements
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