Difference between revisions of "Increasing Rewards"
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''Reward structures that increase the size or quality of the specific rewards as gameplay progress.'' | ''Reward structures that increase the size or quality of the specific rewards as gameplay progress.'' | ||
− | + | Rewards tied are common in games as ways of acknowledging player successes, and many of these provide gameplay advantages. When these become larger in quantity or more powerful as gameplay progresses, these specific types of rewards can be classified as [[Increasing Rewards]] and can either be used to balance increased challenges or demands on resource consumption or be used to clearly indicate to players that they are in other parts of the overall gameplay arc of the games. | |
=== Examples === | === Examples === | ||
Many [[:Category:Tabletop Roleplaying Games|Tabletop]] and [[:Category:Computer-based Roleplaying Games|Computer-based Roleplaying Games]], e.g. [[Dungeons & Dragons]] and the [[Diablo series]], provide [[Increasing Rewards]] in the form of larger amounts of money and more powerful magic items the further along players get into the games with specific characters. | Many [[:Category:Tabletop Roleplaying Games|Tabletop]] and [[:Category:Computer-based Roleplaying Games|Computer-based Roleplaying Games]], e.g. [[Dungeons & Dragons]] and the [[Diablo series]], provide [[Increasing Rewards]] in the form of larger amounts of money and more powerful magic items the further along players get into the games with specific characters. | ||
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+ | The abilities and units unlocked by new technologies in strategy games such as [[Civilization (video game) series|Civilization]] are [[Increasing Rewards]] since they do not only offer variety but functionally better gameplay abilities. | ||
== Using the pattern == | == Using the pattern == | ||
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=== Can Modulate === | === Can Modulate === | ||
[[Ever Increasing Difficulty]], | [[Ever Increasing Difficulty]], | ||
− | |||
[[Rewards]], | [[Rewards]], | ||
[[Predictable Winner]] | [[Predictable Winner]] | ||
− | === | + | === Potentially Conflicting With === |
+ | [[Predictable Winner]] | ||
− | + | [[Increasing Rewards]] are incompatible with [[Sidegrades]] since one assumes an improvement in quantity or quality while the other is defined by providing variation but not increase in power. | |
=== Narrative Aspects === | === Narrative Aspects === | ||
+ | [[Narration Structures]], | ||
== Consequences == | == Consequences == | ||
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[[Red Queen Dilemmas]] | [[Red Queen Dilemmas]] | ||
− | + | === Potentially Conflicting With === | |
+ | [[Predictable Winner]] | ||
== Relations == | == Relations == | ||
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[[Ever Increasing Difficulty]], | [[Ever Increasing Difficulty]], | ||
[[Narration Structures]], | [[Narration Structures]], | ||
− | [[Rewards | + | [[Rewards]] |
− | + | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
− | + | [[Sidegrades]], | |
+ | [[Predictable Winner]] | ||
== History == | == History == |
Revision as of 12:22, 9 January 2013
Reward structures that increase the size or quality of the specific rewards as gameplay progress.
Rewards tied are common in games as ways of acknowledging player successes, and many of these provide gameplay advantages. When these become larger in quantity or more powerful as gameplay progresses, these specific types of rewards can be classified as Increasing Rewards and can either be used to balance increased challenges or demands on resource consumption or be used to clearly indicate to players that they are in other parts of the overall gameplay arc of the games.
Contents
Examples
Many Tabletop and Computer-based Roleplaying Games, e.g. Dungeons & Dragons and the Diablo series, provide Increasing Rewards in the form of larger amounts of money and more powerful magic items the further along players get into the games with specific characters.
The abilities and units unlocked by new technologies in strategy games such as Civilization are Increasing Rewards since they do not only offer variety but functionally better gameplay abilities.
Using the pattern
Can Modulate
Ever Increasing Difficulty, Rewards, Predictable Winner
Potentially Conflicting With
Increasing Rewards are incompatible with Sidegrades since one assumes an improvement in quantity or quality while the other is defined by providing variation but not increase in power.
Narrative Aspects
Consequences
Can Instantiate
with Ever Increasing Difficulty
Potentially Conflicting With
Relations
Can Instantiate
with Ever Increasing Difficulty
Can Modulate
Ever Increasing Difficulty, Narration Structures, Rewards
Can Be Instantiated By
-
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
Sidegrades, Predictable Winner
History
New pattern created in this wiki.
References
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Acknowledgements
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