Difference between revisions of "Illusionary Rewards"
From gdp3
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== Relations == | == Relations == | ||
− | Instantiates: | + | Instantiates: [[Predictable Consequences]], [[Perceivable Margins]], [[Player-Defined Goals]], [[Progress Indicators]], [[Narration Structures]], [[Determinable Chance to Succeed]] |
Modulates: [[Extended Actions]], [[Rhythm-Based Actions]], [[Combos]], | Modulates: [[Extended Actions]], [[Rhythm-Based Actions]], [[Combos]], | ||
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[[Balancing Effects]], | [[Balancing Effects]], | ||
[[Extra-Game Consequences]], | [[Extra-Game Consequences]], | ||
+ | [[Game-Based Social Statuses]], | ||
[[Grinding]] | [[Grinding]] | ||
Revision as of 12:24, 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: Predictable Consequences, Perceivable Margins, Player-Defined Goals, Progress Indicators, Narration Structures, Determinable Chance to Succeed
Modulates: Extended Actions, Rhythm-Based Actions, Combos,
Instantiated by: Helpers, Traces,
Can Instantiate
Balancing Effects, Extra-Game Consequences, Game-Based Social Statuses, Grinding
Can Modulate
Can Be Instantiated By
Clues, Diegetically Outstanding Features, Experimenting, Extra-Game Information, Tournaments,
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
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
-