Difference between revisions of "Facilitating Rewards"
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− | '' | + | ''Rewards that ease gameplay actions or the completion of a game instance.'' |
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=== Examples === | === Examples === | ||
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== Using the pattern == | == Using the pattern == | ||
− | [[Facilitating Rewards]] are [[Rewards]] that enable players to perform new actions or existing actions better. | + | [[Facilitating Rewards]] are [[Rewards]] that enable players to perform new actions or existing actions better. 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. |
− | + | Typical ways of creating [[Facilitating Rewards]] include giving players [[New Abilities|New]] or [[Improved Abilities]], providing new [[Powers]], or increasing [[Skills]]. | |
=== Can Modulate === | === Can Modulate === | ||
[[Levels]] | [[Levels]] | ||
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=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 07:06, 13 August 2015
Rewards that ease gameplay actions or the completion of a game instance.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Facilitating Rewards are Rewards that enable players to perform new actions or existing actions better. 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.
Typical ways of creating Facilitating Rewards include giving players New or Improved Abilities, providing new Powers, or increasing Skills.
Can Modulate
Can Be Modulated By
Consequences
While being able to perform better in games can provide Freedom of Choice and Player Agency regarding what they can do in those games, it also works against it when players have not been allowed to choose what to become better at.
Relations
Can Instantiate
Freedom of Choice, Player Agency, Rewards
Can Modulate
Can Be Instantiated By
New Abilities, Improved Abilities, Powers, Skills
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
Freedom of Choice Player Agency
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
-