Difference between revisions of "Shared Rewards"
From gdp3
(→Relations) |
(→Relations) |
||
Line 42: | Line 42: | ||
[[Tied Results]] | [[Tied Results]] | ||
[[Mutual Goals]] | [[Mutual Goals]] | ||
− | |||
− | |||
Modulates: [[Races]], | Modulates: [[Races]], | ||
Line 50: | Line 48: | ||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Rewards]], | ||
[[Teams]], | [[Teams]], | ||
− | [[Togetherness]] | + | [[Togetherness]], |
+ | [[Uncommitted Alliances]] | ||
=== Can Modulate === | === Can Modulate === |
Revision as of 12:16, 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
Modulates: Races,
Potentially conflicting with: Excluding Goals,
Can Instantiate
Rewards, Teams, Togetherness, Uncommitted Alliances
Can Modulate
Alliances, Competition, Ownership, Social Interaction, Social Organizations,
Can Be Instantiated By
-
Can Be Modulated By
Negotiation, Player-Decided Distributions, Shared Resources,
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
-