Difference between revisions of "Facilitating Rewards"
From gdp3
(→History) |
(→Relations) |
||
Line 28: | Line 28: | ||
== Relations == | == Relations == | ||
+ | [[New Abilities]] | ||
+ | [[Rewards]] | ||
+ | |||
+ | [[Freedom of Choice]] | ||
+ | [[Player Agency]] | ||
+ | |||
+ | The main difference between [[Facilitating Rewards]] and [[Access Rewards]] is that the former gives new [[Abilities]] or action to players while the latter provides the possibility for players to choose to get such [[Abilities]] or actions. | ||
=== Can Instantiate === | === Can Instantiate === |
Revision as of 09:35, 12 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
Freedom of Choice Player Agency
The main difference between Facilitating Rewards and Access Rewards is that the former gives new Abilities or action to players while the latter provides the possibility for players to choose to get such Abilities or actions.
Can Instantiate
-
with ...
Can Modulate
-
Can Be Instantiated By
-
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
History
New pattern created in this wiki. However, it is based upon the concept of "Facilitating Rewards" discussed by Hallford and Hallford[1].
References
- ↑ Hallford & Hallford, 2001, Swords and Circuitry: A designer’s guide to computer role playing games. Roseville, CA: Prime Publishing, p. 158.
Acknowledgements
-