Difference between revisions of "Shared Rewards"
From gdp3
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Modulated by: [[Negotiation]], [[Player-Decided Distributions]] | Modulated by: [[Negotiation]], [[Player-Decided Distributions]] | ||
− | Potentially conflicting with: | + | Potentially conflicting with: [[Excluding Goals]], |
=== Can Instantiate === | === Can Instantiate === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
− | + | [[Conflict]], | |
+ | [[Individual Rewards]], | ||
== History == | == History == |
Revision as of 12:15, 7 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: Rewards, Uncommitted Alliances
Modulates: Competition, Alliances, Social Interaction, Races, Social Organizations, Ownership
Modulated by: Negotiation, Player-Decided Distributions
Potentially conflicting with: Excluding Goals,
Can Instantiate
Can Modulate
-
Can Be Instantiated By
-
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
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
-