Difference between revisions of "Illusionary Rewards"
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Instantiated by: [[Tournaments]], [[Helpers]], [[Traces]], [[Diegetically Outstanding Features]], [[Extra-Game Information]] | Instantiated by: [[Tournaments]], [[Helpers]], [[Traces]], [[Diegetically Outstanding Features]], [[Extra-Game Information]] | ||
− | + | === Can Instantiate === | |
− | [[ | + | [[Balancing Effects]], |
− | [[Extra-Game Consequences]] | + | [[Extra-Game Consequences]], |
[[Grinding]] | [[Grinding]] | ||
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=== Can Modulate === | === Can Modulate === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | + | [[Clues]], | |
+ | [[Diegetically Outstanding Features]], | ||
+ | [[Experimenting]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 12:22, 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: Social Statuses, Predictable Consequences, Perceivable Margins, Player-Defined Goals, Progress Indicators, Narration Structures, Determinable Chance to Succeed
Modulates: Extended Actions, Rhythm-Based Actions, Combos, Gameplay Mastery
Instantiated by: Tournaments, Helpers, Traces, Diegetically Outstanding Features, Extra-Game Information
Can Instantiate
Balancing Effects, Extra-Game Consequences, Grinding
Can Modulate
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Can Be Instantiated By
Clues, Diegetically Outstanding Features, Experimenting
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 Illusionary 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
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