Difference between revisions of "Individual Rewards"
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Rather obviously, [[Individual Rewards]] is a type of [[Rewards|Reward]]. [[Individual Rewards]] can cause [[Social Dilemmas]] if a player can see that others, or a collective, could have greater benefit of the [[Rewards]] than the player could have. One such example is games in which there exists [[Teams]] but team members are in [[Races]] with each other over [[Individual Rewards]], this not only causes [[Social Dilemmas]] but also [[Internal Rivalry]]. | Rather obviously, [[Individual Rewards]] is a type of [[Rewards|Reward]]. [[Individual Rewards]] can cause [[Social Dilemmas]] if a player can see that others, or a collective, could have greater benefit of the [[Rewards]] than the player could have. One such example is games in which there exists [[Teams]] but team members are in [[Races]] with each other over [[Individual Rewards]], this not only causes [[Social Dilemmas]] but also [[Internal Rivalry]]. | ||
− | + | When combined with [[Delayed Effects]] of [[Collaborative Actions]], [[Individual Rewards]] give rise to [[Delayed Reciprocity]]. | |
− | [[Delayed Reciprocity]] | + | |
== Relations == | == Relations == |
Revision as of 14:08, 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
Can Modulate
Collaborative Actions, Competition, Conflicts, Cooperation, Mutual Goals, Single-Player Games, Social Statuses,
Can Be Instantiated By
Potentially Conflicting With
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Rather obviously, Individual Rewards is a type of Reward. Individual Rewards can cause Social Dilemmas if a player can see that others, or a collective, could have greater benefit of the Rewards than the player could have. One such example is games in which there exists Teams but team members are in Races with each other over Individual Rewards, this not only causes Social Dilemmas but also Internal Rivalry.
When combined with Delayed Effects of Collaborative Actions, Individual Rewards give rise to Delayed Reciprocity.
Relations
Can Instantiate
with Collaborative Actions and Delayed Effects
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
-