Difference between revisions of "Shared Rewards"

From gdp3
Jump to: navigation, search
(Relations)
(Relations)
Line 45: Line 45:
 
Instantiates: [[Rewards]], [[Uncommitted Alliances]]
 
Instantiates: [[Rewards]], [[Uncommitted Alliances]]
  
Modulates: [[Competition]], [[Alliances]], [[Social Interaction]], [[Races]], [[Social Organizations]], [[Ownership]]
+
Modulates: [[Races]],  
 
+
  
 
Potentially conflicting with: [[Excluding Goals]],  
 
Potentially conflicting with: [[Excluding Goals]],  
Line 55: Line 54:
  
 
=== Can Modulate ===
 
=== Can Modulate ===
-
+
[[Alliances]],
 +
[[Competition]],
 +
[[Ownership]],
 +
[[Social Interaction]],
 +
[[Social Organizations]],
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===

Revision as of 12:16, 7 August 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

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, Uncommitted Alliances

Modulates: Races,

Potentially conflicting with: Excluding Goals,

Can Instantiate

Teams, Togetherness

Can Modulate

Alliances, Competition, Ownership, Social Interaction, Social Organizations,

Can Be Instantiated By

-

Can Be Modulated By

Negotiation, Player-Decided Distributions, Shared Resources,

Possible Closure Effects

-

Potentially Conflicting With

Conflict, Individual Rewards,

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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

-