Difference between revisions of "Rewards"
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Potentially conflicting with: Consistent Reality Logic | Potentially conflicting with: Consistent Reality Logic | ||
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[[Achievements]] | [[Achievements]] | ||
[[Betrayal]] | [[Betrayal]] | ||
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[[Resource Caps]] | [[Resource Caps]] | ||
[[Quests]] | [[Quests]] | ||
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--- | --- | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Gain Competence]] | [[Gain Competence]] | ||
+ | |||
+ | ==== with [[Geospatial Game Widgets]] ==== | ||
+ | [[Reward Widgets]] | ||
+ | |||
+ | ==== with [[Time Limits]] ==== | ||
+ | [[Optional Goals]], | ||
+ | [[Repeat Combos]] | ||
=== Can Modulate === | === Can Modulate === | ||
[[Area Control]], | [[Area Control]], | ||
+ | [[Character Development]], | ||
+ | [[Game Items]], | ||
[[Player Killing]], | [[Player Killing]], | ||
[[Resources]], | [[Resources]], | ||
+ | [[Reward Widgets]], | ||
[[Scores]], | [[Scores]], | ||
[[Secret Areas]] | [[Secret Areas]] | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Access Rewards]], | [[Access Rewards]], | ||
+ | [[Character Development]], | ||
[[Facilitating Rewards]], | [[Facilitating Rewards]], | ||
+ | [[Game Items]], | ||
[[Glory Rewards]], | [[Glory Rewards]], | ||
[[Improved Abilities]], | [[Improved Abilities]], | ||
[[Individual Rewards]], | [[Individual Rewards]], | ||
+ | [[Loot]], | ||
[[New Abilities]], | [[New Abilities]], | ||
[[Player Killing]], | [[Player Killing]], | ||
+ | [[Repeat Combos]], | ||
[[Shared Rewards]], | [[Shared Rewards]], | ||
[[Social Rewards]], | [[Social Rewards]], | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
[[Increasing Rewards]], | [[Increasing Rewards]], | ||
− | [[Mutual Goals]] | + | [[Mutual Goals]], |
+ | [[Reward Widgets]] | ||
[[Cutscenes]] in [[Single-Player Games]] | [[Cutscenes]] in [[Single-Player Games]] | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
− | + | [[Thematic Consistency]] | |
== History == | == History == |
Revision as of 15:29, 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, Surprises, Emotional Engrossment, Anticipation, Collecting, Competition
Modulates: Attention Swapping, Penalties, Red Queen Dilemmas, Player Defined Goals, Narration Structures, Gameplay Mastery, Alternative Reality, Risk/Reward, Bidding, Trading
Instantiated by: Resources, Investments, Betting, Shared Rewards, Ownership
Modulated by: Continuous Goals, Penalties, Committed Goals, Unknown Goals, Diminishing Returns, Identification, Player Defined Goals, Player-Decided Distributions, Outcome Indicators, Arithmetic Rewards for Investments
Potentially conflicting with: Consistent Reality Logic
Achievements Betrayal Randomness Tension Challenging Gameplay Units Combos Quick Returns Backtracking Levels Non-Player Characters Characters Stimulated Planning Enemies Fudged Results Extra Chances Freedom of Choice Late Arriving Players Social Dilemmas Quick Travel Companions Actions Have Diegetically Social Consequences Handicap Achievements Factions Extra-Game Consequences Internal Conflicts Internal Rivalry Player-Planned Development Loyalty Single-Player Games Testing Achievements Grind Achievements Goal Achievements Ephemeral Goals Minigames Capture Non-Player Help Free Gift Inventories Invites Altruistic Actions Encouraged Return Visits Grinding Ephemeral Events Delayed Reciprocity Extra-Game Broadcasting Arithmetic Progression Collaborative Actions Geometric Progression Resource Caps Quests
---
Can Instantiate
with Geospatial Game Widgets
with Time Limits
Can Modulate
Area Control, Character Development, Game Items, Player Killing, Resources, Reward Widgets, Scores, Secret Areas
Can Be Instantiated By
Access Rewards, Character Development, Facilitating Rewards, Game Items, Glory Rewards, Improved Abilities, Individual Rewards, Loot, New Abilities, Player Killing, Repeat Combos, Shared Rewards, Social Rewards, Sustenance Rewards, Unlocking
Game Time Manipulation in Single-Player Games
Can Be Modulated By
Increasing Rewards, Mutual Goals, Reward Widgets
Cutscenes in Single-Player Games
Possible Closure Effects
-
Potentially Conflicting With
History
An updated version of the pattern 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
-