Difference between revisions of "Value of Effort"
(→Relations) |
|||
Line 1: | Line 1: | ||
[[Category:Aesthetic Patterns]] | [[Category:Aesthetic Patterns]] | ||
+ | [[Category:Subjective Patterns]] | ||
[[Category:Patterns]] | [[Category:Patterns]] | ||
[[Category:Needs work]] | [[Category:Needs work]] | ||
Line 9: | Line 10: | ||
[[Category:To be Published]] | [[Category:To be Published]] | ||
[[Category:Staffan's current workpage]] | [[Category:Staffan's current workpage]] | ||
− | ''The | + | ''The gameplay experience of that one's efforts during gameplay have value.'' |
− | + | Practically all games make players perform action during (or before) game instances. However, not all require or allow for actions where players can put meaningful effort into these actions, and not all games | |
=== Examples === | === Examples === | ||
Line 19: | Line 20: | ||
== Using the pattern == | == Using the pattern == | ||
+ | |||
+ | Besides being a [[:Category:Subjective Patterns|Subjective Pattern]], [[Value of Effort]] is fickle since players may feel that a game rewards their efforts at one moment but the next feel they don't due to some event or action by another player sabotaging those efforts. | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
Line 29: | Line 32: | ||
== Relations == | == Relations == | ||
+ | [[Randomness]] | ||
+ | [[Luck]] | ||
+ | [[Predetermined Winner]] | ||
+ | [[Irreversible Events]] | ||
+ | |||
=== Can Instantiate === | === Can Instantiate === | ||
[[Tension]] | [[Tension]] |
Revision as of 08:14, 24 November 2015
The gameplay experience of that one's efforts during gameplay have value.
Practically all games make players perform action during (or before) game instances. However, not all require or allow for actions where players can put meaningful effort into these actions, and not all games
Contents
Examples
Anti-Examples
optional
Using the pattern
Besides being a Subjective Pattern, Value of Effort is fickle since players may feel that a game rewards their efforts at one moment but the next feel they don't due to some event or action by another player sabotaging those efforts.
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Randomness Luck Predetermined Winner Irreversible Events
Can Instantiate
Can Modulate
-
Can Be Instantiated By
Abstract Player Construct Development, Achievements, Character Development, Exaggerated Perception of Influence, Further Player Improvement Potential, Goal Achievements, Grind Achievements, Handicap Achievements, Massively Multiplayer Online Games, Persistent Game World Changes, Pottering, Public Player Statistics, Unlocking
Characters together with Player-Planned Development
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
Arithmetic Progression, Player Elimination
Possible Closure Effects
-
Potentially Conflicting With
Backtracking Levels, Balancing Effects, Drop-In/Drop-Out, Dynamic Difficulty Adjustment, Fudged Results, Grinding, Late Arriving Players, Multiplayer Games, Non-Player Help, Player Augmentations, Player/Character Skill Composites, Purchasable Game Advantages, Setback Penalties
History
New pattern created in this wiki.
References
-
Acknowledgements
-