Difference between revisions of "Individual Rewards"

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(Relations)
(Can Instantiate)
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[[Social Dilemmas]]
 
[[Social Dilemmas]]
  
==== with [[Collaborative Actions]] ====
+
==== with [[Collaborative Actions]] and [[Delayed Effects]] ====
 
[[Delayed Reciprocity]]
 
[[Delayed Reciprocity]]
  

Revision as of 10:59, 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

Can Instantiate

Rewards, Social Dilemmas

with Collaborative Actions and Delayed Effects

Delayed Reciprocity

with Races and Teams

Internal Rivalry

Can Modulate

Collaborative Actions, Competition, Conflicts, Cooperation, Mutual Goals, Single-Player Games, Social Statuses,

Can Be Instantiated By

Altruistic Actions

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Shared Rewards

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

-