Difference between revisions of "Shared Rewards"

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(Consequences)
(Consequences)
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== Consequences ==
 
== 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]].  
 
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.  
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As [[Rewards]] given to several different players, [[Shared Rewards]] can serve to create a sense of [[Togetherness]] between them. This can also have [[Balancing Effects]] effects if the distribution by the system or players give the most best [[Rewards]] to the weakest players. However, if the [[Rewards]] are not easy to split evenly, they may cause [[Social Dilemmas]] and some players may need to take on [[Social Roles]] handling this. This become most apparent when [[Uncommitted Alliances]] are given [[Shared Rewards]] due to [[Tied Results]] as the [[Rewards]] then become [[Player-Decided Distributions]].
 
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=== Can Instantiate ===
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[[Balancing Effects]],  
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[[Social Dilemmas]],
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[[Social Roles]],
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==== with [[Tied Results]] and [[Uncommitted Alliances]] ====
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[[Player-Decided Distributions]]
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== Relations ==
 
== Relations ==

Revision as of 08:22, 8 August 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Left 4 Dead series

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. This can also have Balancing Effects effects if the distribution by the system or players give the most best Rewards to the weakest players. However, if the Rewards are not easy to split evenly, they may cause Social Dilemmas and some players may need to take on Social Roles handling this. This become most apparent when Uncommitted Alliances are given Shared Rewards due to Tied Results as the Rewards then become Player-Decided Distributions.

Relations

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

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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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