Difference between revisions of "Facilitating Rewards"
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=== Examples === | === Examples === | ||
+ | Taking a Power-Pill in [[Pac-Man]] provides a temporary [[Facilitating Rewards|Facilitating Reward]] in the ability of being able to eat ghosts. | ||
+ | |||
+ | Finding new weapons or | ||
== Using the pattern == | == 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. | [[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]]. Less common are providing players with [[Player Augmentations]]. Another way of providing [[Facilitating Rewards]] and which focuses on progressing spatially in games is to move players to new [[Levels]]. In these cases, the use of [[One-Way Travel]] can ensure that it is actual (forced) progression towards the end of a game. | + | Typical ways of creating [[Facilitating Rewards]] include giving players [[New Abilities|New]] or [[Improved Abilities]], providing new [[Powers]], or increasing [[Skills]]. Letting players get [[Ammunition]] can either be seen as a [[Facilitating Rewards|Facilitating Reward]] or a [[Sustenance Rewards|Sustenance Reward]]. Less common are providing players with [[Player Augmentations]]. Another way of providing [[Facilitating Rewards]] and which focuses on progressing spatially in games is to move players to new [[Levels]]. In these cases, the use of [[One-Way Travel]] can ensure that it is actual (forced) progression towards the end of a game. |
== Consequences == | == Consequences == | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Ammunition]], | ||
[[Fudged Results]], | [[Fudged Results]], | ||
[[New Abilities]], | [[New Abilities]], |
Revision as of 08:01, 13 August 2015
Rewards that ease gameplay actions or the completion of a game instance.
This pattern is a still a stub.
Contents
Examples
Taking a Power-Pill in Pac-Man provides a temporary Facilitating Reward in the ability of being able to eat ghosts.
Finding new weapons or
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. Letting players get Ammunition can either be seen as a Facilitating Reward or a Sustenance Reward. Less common are providing players with Player Augmentations. Another way of providing Facilitating Rewards and which focuses on progressing spatially in games is to move players to new Levels. In these cases, the use of One-Way Travel can ensure that it is actual (forced) progression towards the end of a game.
Consequences
Facilitating Rewards provide Empowerment and/or possibly Exaggerated Perception of Influence to players. 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
Empowerment, Exaggerated Perception of Influence, Freedom of Choice, Player Agency, Rewards
Can Modulate
Can Be Instantiated By
Ammunition, Fudged Results, New Abilities, Improved Abilities, Player Augmentations, 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
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