Difference between revisions of "Value of Effort"
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[[Framed Freedom]] | [[Framed Freedom]] | ||
[[Balancing Effects]] | [[Balancing Effects]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Achievements]], | [[Achievements]], | ||
− | [[Character Development]] | + | [[Character Development]], |
+ | [[Persistent Game World Changes]], | ||
+ | [[Unlocking]] | ||
[[Construction]] together with [[Extra-Game Broadcasting]], [[Irreversible Events]], or [[Persistent Game Worlds]] | [[Construction]] together with [[Extra-Game Broadcasting]], [[Irreversible Events]], or [[Persistent Game Worlds]] | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
− | + | [[Player Elimination]] | |
=== Possible Closure Effects === | === Possible Closure Effects === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
[[Drop-In/Drop-Out]], | [[Drop-In/Drop-Out]], | ||
− | [[Player/Character Skill Composites]] | + | [[Player Augmentations]], |
+ | [[Player/Character Skill Composites]], | ||
+ | [[Setback Penalties]] | ||
== History == | == History == |
Revision as of 12:02, 23 November 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
Challenging Gameplay Further Player Improvement Potential Dynamic Difficulty Adjustment Exaggerated Perception of Influence Avatars Backtracking Levels Characters Fudged Results Multiplayer Games Late Arriving Players Handicap Achievements Grind Achievements Goal Achievements Visits Massively Multiplayer Online Games Non-Player Help Grinding Arithmetic Progression Purchasable Game Advantages Action Caps Public Player Statistics Pottering Abstract Player Construct Development Framed Freedom Balancing Effects
Can Instantiate
with ...
Can Modulate
-
Can Be Instantiated By
Achievements, Character Development, Persistent Game World Changes, Unlocking
Construction together with Extra-Game Broadcasting, Irreversible Events, or Persistent Game Worlds
Geometric Progression together with Extended Actions or Positive Feedback Loops
Persistent Game Worlds together with Character Development or Player-Planned Development
Speedruns together with Extra-Game Broadcasting
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
Drop-In/Drop-Out, Player Augmentations, Player/Character Skill Composites, Setback Penalties
History
New pattern created in this wiki.
References
-
Acknowledgements
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