Difference between revisions of "Individual Rewards"
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== Relations == | == Relations == | ||
+ | |||
+ | Instantiates: Rewards, Delayed Reciprocity | ||
+ | |||
+ | Modulates: Social Statuses, Conflict, Competition, | ||
+ | |||
+ | [[Betrayal]] | ||
+ | [[Cooperation]] | ||
+ | [[Social Dilemmas]] | ||
+ | [[Internal Rivalry]] | ||
+ | [[Single-Player Games]] | ||
+ | [[Altruistic Actions]] | ||
+ | [[Collaborative Actions]] | ||
+ | [[Races]] | ||
+ | [[Teams]] | ||
+ | [[Mutual Goals]] | ||
+ | [[Shared Rewards]] | ||
=== Can Instantiate === | === Can Instantiate === |
Revision as of 07:37, 8 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
Instantiates: Rewards, Delayed Reciprocity
Modulates: Social Statuses, Conflict, Competition,
Betrayal Cooperation Social Dilemmas Internal Rivalry Single-Player Games Altruistic Actions Collaborative Actions Races Teams Mutual Goals Shared Rewards
Can Instantiate
-
with ...
Can Modulate
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Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Individual 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
-