Difference between revisions of "Shared Rewards"
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== Relations == | == Relations == | ||
+ | [[Left 4 Dead series]] | ||
+ | [[Cooperation]] | ||
+ | [[Social Dilemmas]] | ||
+ | [[Factions]] | ||
+ | [[Altruistic Actions]] | ||
+ | [[Delayed Reciprocity]] | ||
+ | [[Collaborative Actions]] | ||
+ | [[Balancing Effects]] | ||
+ | [[Social Roles]] | ||
+ | [[Excluding Goals]] | ||
+ | [[Tiebreakers]] | ||
+ | [[Tied Results]] | ||
+ | [[Mutual Goals]] | ||
+ | |||
+ | Instantiates: Cooperation, Balancing Effects, Rewards, Mutual Goals, Delayed Reciprocity, Uncommitted Alliances | ||
+ | |||
+ | Modulates: Collaborative Actions, Competition, Alliances, Team Play, Social Interaction, Individual Rewards, Race, Social Organizations, Ownership | ||
+ | |||
+ | Instantiated by: Tied Results, Mutual Goals | ||
+ | |||
+ | Modulated by: Shared Resources, Negotiation, Player-Decided Distribution of Rewards & Penalties | ||
+ | |||
+ | Potentially conflicting with: Conflict, Excluding Goals, Individual Rewards, Tiebreakers | ||
=== Can Instantiate === | === Can Instantiate === |
Revision as of 20:24, 6 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
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Left 4 Dead series Cooperation Social Dilemmas Factions Altruistic Actions Delayed Reciprocity Collaborative Actions Balancing Effects Social Roles Excluding Goals Tiebreakers Tied Results Mutual Goals
Instantiates: Cooperation, Balancing Effects, Rewards, Mutual Goals, Delayed Reciprocity, Uncommitted Alliances
Modulates: Collaborative Actions, Competition, Alliances, Team Play, Social Interaction, Individual Rewards, Race, Social Organizations, Ownership
Instantiated by: Tied Results, Mutual Goals
Modulated by: Shared Resources, Negotiation, Player-Decided Distribution of Rewards & Penalties
Potentially conflicting with: Conflict, Excluding Goals, Individual Rewards, Tiebreakers
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Shared Rewards that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
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