Difference between revisions of "Illusionary Rewards"
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== Relations == | == Relations == | ||
− | Instantiates: [[Social Statuses]], [[Predictable Consequences]], [[Perceivable Margins]], [[Player-Defined Goals]], [[Progress Indicators], [[Narration Structures]], [[Determinable Chance to Succeed]] | + | Instantiates: [[Social Statuses]], [[Predictable Consequences]], [[Perceivable Margins]], [[Player-Defined Goals]], [[Progress Indicators]], [[Narration Structures]], [[Determinable Chance to Succeed]] |
Modulates: [[Extended Actions]], [[Rhythm-Based Actions]], [[Combos]], [[Gameplay Mastery]] | Modulates: [[Extended Actions]], [[Rhythm-Based Actions]], [[Combos]], [[Gameplay Mastery]] |
Revision as of 09:49, 8 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
Instantiates: Social Statuses, Predictable Consequences, Perceivable Margins, Player-Defined Goals, Progress Indicators, Narration Structures, Determinable Chance to Succeed
Modulates: Extended Actions, Rhythm-Based Actions, Combos, Gameplay Mastery
Instantiated by: Tournaments, Helpers, Traces, Diegetically Outstanding Features, Extra-Game Information
Experimenting Diegetically Outstanding Features Extra-Game Consequences Grinding Balancing Effects Clues Game World Exploration
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Illusionary 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
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