Difference between revisions of "Individual Rewards"
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== Using the pattern == | == Using the pattern == | ||
− | Like other types of [[Rewards]], designing [[Individual Rewards]] requires deciding on what specifically makes up the [[Rewards]] and when they should be given. | + | Like other types of [[Rewards]], designing [[Individual Rewards]] requires deciding on what specifically makes up the [[Rewards]] and when they should be given. Quite naturally, all [[Rewards]] in [[Single-Player Games]] are [[Individual Rewards]] but they can be used for various reasons in [[Multiplayer Games]]. First, they can increase [[Competition]] or [[Conflicts]] by giving clear indications between the difference of winning or losing specific gameplay activities. They can also decrease motivation or make more complex [[Collaborative Actions]], [[Cooperation]], and [[Mutual Goals]]. |
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For apparent reasons, the same [[Rewards]] cannot both be [[Individual Rewards]] and [[Shared Rewards]]. However, [[Altruistic Actions]] can make [[Shared Rewards]] into individual ones if players can renounce their right to parts of the [[Shared Rewards]]. | For apparent reasons, the same [[Rewards]] cannot both be [[Individual Rewards]] and [[Shared Rewards]]. However, [[Altruistic Actions]] can make [[Shared Rewards]] into individual ones if players can renounce their right to parts of the [[Shared Rewards]]. | ||
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== Consequences == | == Consequences == |
Revision as of 14:28, 8 August 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
in single-player games the rewards are naturally Individual Rewards. In Tetris it is the player who performs the actions and fills in the rows who gets the reward.
Example: in Diplomacy the player who is performing the attack command will be able to conquer the area even though there might be several other players supporting this action with their own armies.
Using the pattern
Like other types of Rewards, designing Individual Rewards requires deciding on what specifically makes up the Rewards and when they should be given. Quite naturally, all Rewards in Single-Player Games are Individual Rewards but they can be used for various reasons in Multiplayer Games. First, they can increase Competition or Conflicts by giving clear indications between the difference of winning or losing specific gameplay activities. They can also decrease motivation or make more complex Collaborative Actions, Cooperation, and Mutual Goals.
For apparent reasons, the same Rewards cannot both be Individual Rewards and Shared Rewards. However, Altruistic Actions can make Shared Rewards into individual ones if players can renounce their right to parts of the Shared Rewards.
Consequences
Rather obviously, Individual Rewards is a type of Reward. Individual Rewards can cause Social Dilemmas if a player can see that others, or a collective, could have greater benefit of the Rewards than the player could have. One such example is games in which there exists Teams but team members are in Races with each other over Individual Rewards, this not only causes Social Dilemmas but also Internal Rivalry.
When combined with Delayed Effects of Collaborative Actions, Individual Rewards give rise to Delayed Reciprocity.
Relations
Can Instantiate
with Collaborative Actions and Delayed Effects
with Races and Teams
Can Modulate
Collaborative Actions, Competition, Conflicts, Cooperation, Mutual Goals, Single-Player Games, Social Statuses
Can Be Instantiated By
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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
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