Difference between revisions of "Rewards"

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(Relations)
(Relations)
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== Relations ==
 
== Relations ==
 
Instantiates: [[Game-Based Social Statuses]], [[Surprises]], [[Emotional Engrossment]], [[Anticipation]], [[Collecting]], [[Competition]]
 
  
 
Modulates: [[Attention Swapping]], [[Penalties]], [[Red Queen Dilemmas]], [[Player Defined Goals]], [[Narration Structures]], [[Gameplay Mastery]], [[Alternative Reality]], [[Risk/Reward]], [[Bidding]], [[Trading]]
 
Modulates: [[Attention Swapping]], [[Penalties]], [[Red Queen Dilemmas]], [[Player Defined Goals]], [[Narration Structures]], [[Gameplay Mastery]], [[Alternative Reality]], [[Risk/Reward]], [[Bidding]], [[Trading]]
Line 40: Line 38:
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 +
[[Anticipation]],
 +
[[Collecting]],
 +
[[Competition]],
 +
[[Emotional Engrossment]],
 
[[Encouraged Return Visits]],  
 
[[Encouraged Return Visits]],  
 
[[Ephemeral Events]],  
 
[[Ephemeral Events]],  
 +
[[Game-Based Social Statuses]],
 
[[Gain Competence]],  
 
[[Gain Competence]],  
 
[[Player-Planned Development]],  
 
[[Player-Planned Development]],  
 +
[[Surprises]],
 
[[Tension]]
 
[[Tension]]
  

Revision as of 18:50, 8 August 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Space Alert

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Modulates: Attention Swapping, Penalties, Red Queen Dilemmas, Player Defined Goals, Narration Structures, Gameplay Mastery, Alternative Reality, Risk/Reward, Bidding, Trading

Instantiated by: Investments, Betting, Ownership

Modulated by: Continuous Goals, Committed Goals, Unknown Goals, Diminishing Returns, Identification, Player Defined Goals, Player-Decided Distributions, Outcome Indicators

Potentially conflicting with: Thematic Consistency

Can Instantiate

Anticipation, Collecting, Competition, Emotional Engrossment, Encouraged Return Visits, Ephemeral Events, Game-Based Social Statuses, Gain Competence, Player-Planned Development, Surprises, Tension

with Geospatial Game Widgets

Reward Widgets

with Time Limits

Optional Goals, Repeat Combos

Can Modulate

Actions Have Diegetically Social Consequences, Area Control, Challenging Gameplay, Character Development, Fudged Results, Game Items, Grinding, Invites, Player Killing, Resource Caps, Resources, Reward Widgets, Scores, Secret Areas

Can Be Instantiated By

Access Rewards, Achievements, Arithmetic Progression, Character Development, Companions, Delayed Reciprocity, Extra Chances, Factions, Facilitating Rewards, Free Gift Inventories, Handicap Achievements, Game Items, Geometric Progression, Glory Rewards, Goal Achievements, Grind Achievements, Improved Abilities, Individual Rewards, Loot, Minigames, New Abilities, Player Killing, Quick Returns, Quick Travel, Repeat Combos, Shared Rewards, Social Rewards, Sustenance Rewards, Testing Achievements, Unlocking

Game Time Manipulation in Single-Player Games

Can Be Modulated By

Characters, Extra-Game Broadcasting, Extra-Game Consequences, Free Gift Inventories, Increasing Rewards, Mutual Goals, Penalties, Randomness, Reward Widgets

Cutscenes in Single-Player Games

Possible Closure Effects

-

Potentially Conflicting With

Thematic Consistency

History

An updated version of the pattern 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

-