Difference between revisions of "Individual Rewards"
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== Relations == | == Relations == | ||
+ | === Can Instantiate === | ||
+ | [[Rewards]], | ||
+ | [[Social Dilemmas]] | ||
− | + | ==== with [[Collaborative Actions]] ==== | |
+ | [[Delayed Reciprocity]] | ||
− | + | ==== with [[Races]] and [[Teams]] ==== | |
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[[Internal Rivalry]] | [[Internal Rivalry]] | ||
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=== Can Modulate === | === Can Modulate === | ||
− | - | + | [[Collaborative Actions]], |
− | + | [[Competition]], | |
+ | [[Conflicts]], | ||
+ | [[Cooperation]], | ||
+ | [[Mutual Goals]], | ||
+ | [[Single-Player Games]], | ||
+ | [[Social Statuses]], | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | + | [[Altruistic Actions]] | |
=== Can Be Modulated By === | === Can Be Modulated By === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
− | + | [[Shared Rewards]] | |
== History == | == History == |
Revision as of 10:55, 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
Can Instantiate
with Collaborative Actions
with Races and Teams
Can Modulate
Collaborative Actions, Competition, Conflicts, Cooperation, Mutual Goals, Single-Player Games, Social Statuses,
Can Be Instantiated By
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
History
An updated version of the pattern Individual 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
-