Difference between revisions of "Illusionary Rewards"
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Modulates: [[Extended Actions]], [[Rhythm-Based Actions]], [[Combos]], [[Gameplay Mastery]] | Modulates: [[Extended Actions]], [[Rhythm-Based Actions]], [[Combos]], [[Gameplay Mastery]] | ||
− | Instantiated by: | + | Instantiated by: [[Helpers]], [[Traces]], |
=== Can Instantiate === | === Can Instantiate === | ||
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[[Clues]], | [[Clues]], | ||
[[Diegetically Outstanding Features]], | [[Diegetically Outstanding Features]], | ||
− | [[Experimenting]] | + | [[Experimenting]], |
+ | [[Extra-Game Information]], | ||
+ | [[Tournaments]], | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 12:23, 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: Helpers, Traces,
Can Instantiate
Balancing Effects, Extra-Game Consequences, Grinding
Can Modulate
-
Can Be Instantiated By
Clues, Diegetically Outstanding Features, Experimenting, Extra-Game Information, Tournaments,
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
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
-