Difference between revisions of "Individual Rewards"

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== Relations ==
 
== Relations ==
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 +
Instantiates: Rewards, Delayed Reciprocity
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Modulates: Social Statuses, Conflict, Competition,
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[[Betrayal]]
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[[Cooperation]]
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[[Social Dilemmas]]
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[[Internal Rivalry]]
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[[Single-Player Games]]
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[[Altruistic Actions]]
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[[Collaborative Actions]]
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[[Races]]
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[[Teams]]
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[[Mutual Goals]]
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[[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.

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

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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

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

Acknowledgements

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