Difference between revisions of "Shared Rewards"
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== Consequences == | == Consequences == | ||
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+ | Having [[Shared Rewards]] can form [[Mutual Goals]] between players, and is likely to cause [[Cooperation]] between them. It can also be the basis for [[Uncommitted Alliances]] or [[Teams]]. | ||
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+ | As [[Rewards]] given to several different players, [[Shared Rewards]] can serve to create a sense of [[Togetherness]] between them. | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Balancing Effects]], | [[Balancing Effects]], | ||
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[[Social Dilemmas]], | [[Social Dilemmas]], | ||
[[Social Roles]], | [[Social Roles]], | ||
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==== with [[Tied Results]] and [[Uncommitted Alliances]] ==== | ==== with [[Tied Results]] and [[Uncommitted Alliances]] ==== |
Revision as of 08:17, 8 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
Having Shared Rewards can form Mutual Goals between players, and is likely to cause Cooperation between them. It can also be the basis for Uncommitted Alliances or Teams.
As Rewards given to several different players, Shared Rewards can serve to create a sense of Togetherness between them.
Can Instantiate
Balancing Effects, Social Dilemmas, Social Roles,
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
-