Difference between revisions of "Shared Rewards"
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Revision as of 12:03, 7 August 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
Left 4 Dead series Cooperation Social Dilemmas Factions Altruistic Actions Delayed Reciprocity Collaborative Actions Balancing Effects Social Roles Excluding Goals Tiebreakers Tied Results Mutual Goals
Instantiates: Rewards, Mutual Goals, Uncommitted Alliances
Modulates: Competition, Alliances, Team Play, Social Interaction, Individual Rewards, Race, Social Organizations, Ownership
Modulated by: Negotiation, Player-Decided Distributions
Potentially conflicting with: Conflict, Excluding Goals, Individual Rewards,
Can Instantiate
with ...
Can Modulate
-
Can Be Instantiated By
-
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
-
History
An updated version of the pattern Shared Rewards that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-