Difference between revisions of "Altruistic Actions"
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== Using the pattern == | == Using the pattern == | ||
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[[Altruistic Actions]] can be used in games with [[Teams]] but this depends on how [[Rewards]] and [[Penalties]] are constructed. Games with [[Shared Rewards]] and [[Shared Penalties|Penalties]] make helping other team members intrinsically tied to the players' own fortunes and are therefore difficult to combine with [[Altruistic Actions]]. This can be mitigated through the use of [[Limited Gameplay Time]] and/or [[Drop-In/Drop-Out]] gameplay, e.g. [[Counter-Strike]] and the [[Team Fortress series]]. | [[Altruistic Actions]] can be used in games with [[Teams]] but this depends on how [[Rewards]] and [[Penalties]] are constructed. Games with [[Shared Rewards]] and [[Shared Penalties|Penalties]] make helping other team members intrinsically tied to the players' own fortunes and are therefore difficult to combine with [[Altruistic Actions]]. This can be mitigated through the use of [[Limited Gameplay Time]] and/or [[Drop-In/Drop-Out]] gameplay, e.g. [[Counter-Strike]] and the [[Team Fortress series]]. | ||
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[[Visits]] | [[Visits]] | ||
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[[Massively Single-Player Online Games]] | [[Massively Single-Player Online Games]] | ||
[[Private Game Spaces]] | [[Private Game Spaces]] | ||
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[[Non-Player Help]] | [[Non-Player Help]] | ||
[[Free Gift Inventories]] | [[Free Gift Inventories]] | ||
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+ | One way of creating [[Extra-Game Consequences]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Consequences == | == Consequences == | ||
+ | [[Betrayal]] | ||
+ | [[Risk/Reward]] | ||
+ | [[Delayed Reciprocity]] | ||
+ | [[Uncommitted Alliances]] | ||
− | + | [[Cooperation]] | |
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− | ==== | + | == Relations == |
+ | === Can Instantiate === | ||
=== Can Modulate === | === Can Modulate === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | [[Shared Penalties]], [Shared Rewards]] | ||
== History == | == History == |
Revision as of 18:45, 30 January 2011
Game actions that are beneficial to somebody but not directly to the players who performed them.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Altruistic Actions can be used in games with Teams but this depends on how Rewards and Penalties are constructed. Games with Shared Rewards and Penalties make helping other team members intrinsically tied to the players' own fortunes and are therefore difficult to combine with Altruistic Actions. This can be mitigated through the use of Limited Gameplay Time and/or Drop-In/Drop-Out gameplay, e.g. Counter-Strike and the Team Fortress series.
Massively Single-Player Online Games Private Game Spaces Non-Player Help Free Gift Inventories
One way of creating Extra-Game Consequences
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Betrayal Risk/Reward Delayed Reciprocity Uncommitted Alliances
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
Shared Penalties, [Shared Rewards]]
History
New pattern created in this wiki.
References
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Acknowledgements
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