Difference between revisions of "Shared Rewards"
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== Using the pattern == | == Using the pattern == | ||
+ | === Can Modulate === | ||
+ | [[Alliances]], | ||
+ | [[Competition]], | ||
+ | [[Ownership]], | ||
+ | [[Social Interaction]], | ||
+ | [[Social Organizations]], | ||
+ | |||
+ | === Can Be Instantiated By === | ||
+ | [[Collaborative Actions]], | ||
+ | [[Factions]], | ||
+ | [[Mutual Goals]], | ||
+ | [[Tied Results]] | ||
+ | |||
+ | === Can Be Modulated By === | ||
+ | [[Negotiation]], | ||
+ | [[Player-Decided Distributions]], | ||
+ | [[Shared Resources]], | ||
+ | |||
+ | === Possible Closure Effects === | ||
+ | - | ||
+ | |||
+ | === Potentially Conflicting With === | ||
+ | [[Altruistic Actions]], | ||
+ | [[Conflict]], | ||
+ | [[Delayed Reciprocity]], | ||
+ | [[Excluding Goals]], | ||
+ | [[Individual Rewards]], | ||
+ | [[Tiebreakers]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
Line 25: | Line 53: | ||
== Consequences == | == Consequences == | ||
+ | === Can Instantiate === | ||
+ | [[Balancing Effects]], | ||
+ | [[Rewards]], | ||
+ | [[Mutual Goals]], | ||
+ | [[Social Dilemmas]], | ||
+ | [[Social Roles]], | ||
+ | [[Teams]], | ||
+ | [[Togetherness]], | ||
+ | [[Uncommitted Alliances]] | ||
+ | |||
+ | === with [[Mutual Goals]] ==== | ||
+ | [[Cooperation]] | ||
+ | |||
+ | ==== with [[Tied Results]] and [[Uncommitted Alliances]] ==== | ||
+ | [[Player-Decided Distributions]] | ||
== Relations == | == Relations == |
Revision as of 12:23, 7 August 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Can Modulate
Alliances, Competition, Ownership, Social Interaction, Social Organizations,
Can Be Instantiated By
Collaborative Actions, Factions, Mutual Goals, Tied Results
Can Be Modulated By
Negotiation, Player-Decided Distributions, Shared Resources,
Possible Closure Effects
-
Potentially Conflicting With
Altruistic Actions, Conflict, Delayed Reciprocity, Excluding Goals, Individual Rewards, Tiebreakers
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Instantiate
Balancing Effects, Rewards, Mutual Goals, Social Dilemmas, Social Roles, Teams, Togetherness, Uncommitted Alliances
with Mutual Goals =
with Tied Results and Uncommitted Alliances
Relations
Can Instantiate
Balancing Effects, Rewards, Mutual Goals, Social Dilemmas, Social Roles, Teams, Togetherness, Uncommitted Alliances
with Mutual Goals =
with Tied Results and Uncommitted Alliances
Can Modulate
Alliances, Competition, Ownership, Social Interaction, Social Organizations,
Can Be Instantiated By
Collaborative Actions, Factions, Mutual Goals, Tied Results
Can Be Modulated By
Negotiation, Player-Decided Distributions, Shared Resources,
Possible Closure Effects
-
Potentially Conflicting With
Altruistic Actions, Conflict, Delayed Reciprocity, Excluding Goals, Individual Rewards, Tiebreakers
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
-