Difference between revisions of "Reward Widgets"
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== Consequences == | == Consequences == | ||
− | This pattern is mainly used in games which wishes to increase their [[Clickability]]. While they are created by combining [[Rewards]] with [[Geospatial Game Widgets]], they also modulate how [[Rewards]] function (and can themselves be modulated by extra [[Rewards]] being given if player manually pick them up instead of letting the game system automatically do so after a while). | + | This pattern is mainly used in games which wishes to increase their [[Clickability]]. While they are created by combining [[Rewards]] with [[Geospatial Game Widgets]], they do introduce these [[Geospatial Game Widgets]] into the games and also modulate how [[Rewards]] function (and can themselves be modulated by extra [[Rewards]] being given if player manually pick them up instead of letting the game system automatically do so after a while). |
As mentioned above, [[Reward Widgets]] break [[Diegetic Consistency]]. | As mentioned above, [[Reward Widgets]] break [[Diegetic Consistency]]. | ||
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== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
− | [[Clickability]] | + | [[Clickability]], |
+ | [[Geospatial Game Widgets]] | ||
=== Can Modulate === | === Can Modulate === |
Revision as of 11:49, 21 May 2011
Rewards that are placed within game environments without being diegetically present.
While some games give rewards to players by automatically change their game state values and other instead provide new game items in the environment, Reward Widgets are a hybrid of these two possibilities. These Reward Widgets are placed in the game environment but are not diegetically there.
Contents
Examples
Several Social Media Games, e.g. FarmVille, CityVille, Little Cave Hero, and Zombie Lane have Reward Widgets for each type of reward that appears when players have successfully completed an action.
Using the pattern
Reward Widgets are created by making Rewards appear as clickable Geospatial Game Widgets. Using them in Single-Player Games is unproblematic since their is only one eligible player to retrieve them but if they are to be used in Multiplayer Games additional design choices need to be made on who received them: the one that made them appear, the one that is closest when the Time Limit ran out, or some other rule.
They often have Time Limits after which they are automatically retrieved, but can be designed to provide extra Rewards for being manually picked up if additional Clickability is wanted. Additional Clickability can be given by making the collecting of them part of Repeat Combos.
Diegetic Aspects
Being Geospatial Game Widgets, Reward Widgets break Diegetic Consistency in a game.
Consequences
This pattern is mainly used in games which wishes to increase their Clickability. While they are created by combining Rewards with Geospatial Game Widgets, they do introduce these Geospatial Game Widgets into the games and also modulate how Rewards function (and can themselves be modulated by extra Rewards being given if player manually pick them up instead of letting the game system automatically do so after a while).
As mentioned above, Reward Widgets break Diegetic Consistency.
Relations
Can Instantiate
Clickability, Geospatial Game Widgets
Can Modulate
Can Be Instantiated By
Rewards together with Geospatial Game Widgets
Can Be Modulated By
Repeat Combos, Rewards, Time Limits
Possible Closure Effects
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Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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