Difference between revisions of "Value of Effort"
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== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Tension]] | [[Tension]] | ||
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=== Can Modulate === | === Can Modulate === | ||
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[[Achievements]], | [[Achievements]], | ||
[[Character Development]], | [[Character Development]], | ||
+ | [[Exaggerated Perception of Influence]], | ||
+ | [[Further Player Improvement Potential]], | ||
[[Goal Achievements]], | [[Goal Achievements]], | ||
[[Grind Achievements]], | [[Grind Achievements]], | ||
Line 60: | Line 49: | ||
[[Public Player Statistics]], | [[Public Player Statistics]], | ||
[[Unlocking]] | [[Unlocking]] | ||
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+ | [[Characters]] together with [[Player-Planned Development]] | ||
[[Construction]] together with [[Extra-Game Broadcasting]], [[Irreversible Events]], or [[Persistent Game Worlds]] | [[Construction]] together with [[Extra-Game Broadcasting]], [[Irreversible Events]], or [[Persistent Game Worlds]] | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | [[Backtracking Levels]], | ||
[[Balancing Effects]], | [[Balancing Effects]], | ||
[[Drop-In/Drop-Out]], | [[Drop-In/Drop-Out]], | ||
+ | [[Dynamic Difficulty Adjustment]], | ||
+ | [[Fudged Results]], | ||
[[Grinding]], | [[Grinding]], | ||
[[Late Arriving Players]], | [[Late Arriving Players]], |
Revision as of 12:11, 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
Can Instantiate
Can Modulate
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Can Be Instantiated By
Abstract Player Construct Development, Achievements, Character Development, Exaggerated Perception of Influence, Further Player Improvement Potential, Goal Achievements, Grind Achievements, Handicap Achievements, Massively Multiplayer Online Games, Persistent Game World Changes, Pottering, Public Player Statistics, Unlocking
Characters together with Player-Planned Development
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
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Potentially Conflicting With
Backtracking Levels, Balancing Effects, Drop-In/Drop-Out, Dynamic Difficulty Adjustment, Fudged Results, Grinding, Late Arriving Players, Multiplayer Games, Non-Player Help, Player Augmentations, Player/Character Skill Composites, Purchasable Game Advantages, Setback Penalties
History
New pattern created in this wiki.
References
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Acknowledgements
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