Difference between revisions of "Sustenance Rewards"
From gdp3
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== Using the pattern == | == Using the pattern == | ||
+ | === Can Modulate === | ||
+ | [[Consumers]], | ||
+ | [[Vehicles]] | ||
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+ | Typical examples of [[Sustenance Rewards]] are [[Ammunition]] and [[Money]], which is not to surprising since they both are [[Resources]] that players typically use and may run out of. However, any [[Resources|Resource]] that can run out can serve as the basis for [[Sustenance Rewards]]. | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Consequences == | == Consequences == | ||
+ | === Can Instantiate === | ||
+ | [[Rewards]] | ||
== Relations == | == Relations == |
Revision as of 17:28, 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
Can Modulate
Typical examples of Sustenance Rewards are Ammunition and Money, which is not to surprising since they both are Resources that players typically use and may run out of. However, any Resource that can run out can serve as the basis for Sustenance Rewards.
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Instantiate
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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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
-