Difference between revisions of "Reward Widgets"

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[[Category:Patterns]]
 
[[Category:Patterns]]
[[Category:Needs work]]
 
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]
 
[[Category:Needs examples]]
 
[[Category:Needs examples]]
 
[[Category:Needs references]]
 
[[Category:Needs references]]
 
[[Category:Patterns created on the Wiki]]
 
[[Category:Patterns created on the Wiki]]
[[Category:Stub]]
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''Rewards that are placed within game environments without being diegetically present.''
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''Pick-Ups that will automatically be taken a certain time after they have appeared.''
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Some pick-ups in games are created temporarily just so that players can have the experience of picking them up if they want to
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While some games give rewards to players by automatically change their game state values and other instead provide new game items in the environment, [[Reward Widgets]] are a hybrid of these two possibilities. These [[Reward Widgets]] are placed in the game environment but are not diegetically there.
  
This pattern is a still a stub.
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''Note: Although a literal reading on the pattern name could imply that pop-up screens regarding rewards would be examples of instances of the pattern, the pattern here is limited to those widgets that are located within the game environment but without being part of it.''
  
 
=== Examples ===
 
=== Examples ===
Several Social Media Games, e.g. [[FarmVille]], [[CityVille]], [[Little Cave Hero]], and [[Zombie Lane]] have [[Automated Pick-Ups]] for each type of reward that appears when players have successfully completed an action.
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Several Social Media Games, e.g. [[FarmVille]], [[CityVille]], [[Little Cave Hero]], and [[Zombie Lane]] have [[Reward Widgets]] for each type of reward that appears when players have successfully completed an action.
  
 
== Using the pattern ==
 
== Using the pattern ==
[[Automated Pick-Ups]] are, rather obviously, [[Pick-Ups]] but ones that have [[Time Limits]] be they are automatically retrieved. Using them in [[Single-Player Games]] is unproblematic since their is only one eligible player to retrieve them but if they are to be used in [[Multiplayer Games]] additional design choices need to be made on who received them: the one that made them appear, the one that is closest when the [[Time Limits|Time Limit]] ran out, or some other rule.
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[[Reward Widgets]] are created by making [[Rewards]] appear as clickable [[Geospatial Game Widgets]]. Using them in [[Single-Player Games]] is unproblematic since there is only one eligible player to retrieve them but if they are to be used in [[Multiplayer Games]] additional design choices need to be made on who received them: the one that made them appear, the one that is closest when the [[Time Limits|Time Limit]] ran out, or some other rule.
  
This pattern is mainly used in games which wishes to increase their [[Clickability]] by making [[Rewards]] be appear as [[Geospatial Game Widgets]]
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They often have [[Time Limits]] after which they are automatically retrieved, but can be designed to provide extra [[Rewards]] for being manually picked up if additional [[Clickability]] is wanted. Additional [[Clickability]] can be given by making the collecting of them part of [[Repeat Combos]].
 
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[[Rewards]]
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=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
 
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Being [[Geospatial Game Widgets]], [[Reward Widgets]] break [[Diegetic Consistency]] in a game.
=== Interface Aspects ===
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=== Narrative Aspects ===
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== Consequences ==
 
== Consequences ==
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This pattern is mainly used in games which wishes to increase their [[Clickability]]. While they are created by combining [[Rewards]] with [[Geospatial Game Widgets]], they do introduce these [[Geospatial Game Widgets]] into the games and also modulate how [[Rewards]] function (and can themselves be modulated by extra [[Rewards]] being given if player manually pick them up instead of letting the game system automatically do so after a while). It does open up for the possibility of [[Ninja Looting]].
  
[[Pick-Ups]]
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Having to click on [[Reward Widgets]] can create [[Grinding]] but this become optional when the [[Reward Widgets]] are automatically retried after a certain [[Time Limits|Time Limit]].
  
[[Time Limits]]
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As mentioned above, [[Reward Widgets]] break [[Diegetic Consistency]].
 
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[[Repeat Combos]]
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[[Clickability]]
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[[Diegetic Consistency]]
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== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
[[Clickability]]
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[[Clickability]],
 
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[[Geospatial Game Widgets]],
==== with ... ====
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[[Grinding]],
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[[Ninja Looting]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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[[Rewards]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
[[Pick-Ups]] together with [[Time Limits]]
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[[Rewards]] together with [[Geospatial Game Widgets]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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[[Repeat Combos]],
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[[Rewards]],
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[[Time Limits]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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[[Diegetic Consistency]]
  
 
== History ==
 
== History ==

Latest revision as of 06:44, 11 August 2015

Rewards that are placed within game environments without being diegetically present.

While some games give rewards to players by automatically change their game state values and other instead provide new game items in the environment, Reward Widgets are a hybrid of these two possibilities. These Reward Widgets are placed in the game environment but are not diegetically there.

Note: Although a literal reading on the pattern name could imply that pop-up screens regarding rewards would be examples of instances of the pattern, the pattern here is limited to those widgets that are located within the game environment but without being part of it.

Examples

Several Social Media Games, e.g. FarmVille, CityVille, Little Cave Hero, and Zombie Lane have Reward Widgets for each type of reward that appears when players have successfully completed an action.

Using the pattern

Reward Widgets are created by making Rewards appear as clickable Geospatial Game Widgets. Using them in Single-Player Games is unproblematic since there is only one eligible player to retrieve them but if they are to be used in Multiplayer Games additional design choices need to be made on who received them: the one that made them appear, the one that is closest when the Time Limit ran out, or some other rule.

They often have Time Limits after which they are automatically retrieved, but can be designed to provide extra Rewards for being manually picked up if additional Clickability is wanted. Additional Clickability can be given by making the collecting of them part of Repeat Combos.

Diegetic Aspects

Being Geospatial Game Widgets, Reward Widgets break Diegetic Consistency in a game.

Consequences

This pattern is mainly used in games which wishes to increase their Clickability. While they are created by combining Rewards with Geospatial Game Widgets, they do introduce these Geospatial Game Widgets into the games and also modulate how Rewards function (and can themselves be modulated by extra Rewards being given if player manually pick them up instead of letting the game system automatically do so after a while). It does open up for the possibility of Ninja Looting.

Having to click on Reward Widgets can create Grinding but this become optional when the Reward Widgets are automatically retried after a certain Time Limit.

As mentioned above, Reward Widgets break Diegetic Consistency.

Relations

Can Instantiate

Clickability, Geospatial Game Widgets, Grinding, Ninja Looting

Can Modulate

Rewards

Can Be Instantiated By

Rewards together with Geospatial Game Widgets

Can Be Modulated By

Repeat Combos, Rewards, Time Limits

Possible Closure Effects

-

Potentially Conflicting With

Diegetic Consistency

History

New pattern created in this wiki.

References

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Acknowledgements

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