Difference between revisions of "Sustenance Rewards"
From gdp3
(→Relations) |
(→Relations) |
||
Line 28: | Line 28: | ||
== Relations == | == Relations == | ||
− | |||
− | |||
− | |||
− | |||
− | |||
[[Consumers]] | [[Consumers]] | ||
=== Can Instantiate === | === Can Instantiate === | ||
− | + | [[Rewards]] | |
− | + | ||
− | + | ||
=== Can Modulate === | === Can Modulate === | ||
Line 44: | Line 37: | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | + | [[Ammunition]], | |
+ | [[Money]], | ||
+ | [[Resources]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 17:21, 14 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
Can Instantiate
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 "Sustenance 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
-