Difference between revisions of "Rewards"
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[[Encouraged Return Visits]] | [[Encouraged Return Visits]] | ||
[[Grinding]] | [[Grinding]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Ephemeral Events]], | ||
[[Gain Competence]] | [[Gain Competence]] | ||
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[[Game Items]], | [[Game Items]], | ||
[[Player Killing]], | [[Player Killing]], | ||
+ | [[Resource Caps]], | ||
[[Resources]], | [[Resources]], | ||
[[Reward Widgets]], | [[Reward Widgets]], | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Access Rewards]], | [[Access Rewards]], | ||
+ | [[Arithmetic Progression]], | ||
[[Character Development]], | [[Character Development]], | ||
+ | [[Delayed Reciprocity]], | ||
[[Facilitating Rewards]], | [[Facilitating Rewards]], | ||
[[Game Items]], | [[Game Items]], | ||
+ | [[Geometric Progression]], | ||
[[Glory Rewards]], | [[Glory Rewards]], | ||
[[Improved Abilities]], | [[Improved Abilities]], | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Extra-Game Broadcasting]], | ||
[[Increasing Rewards]], | [[Increasing Rewards]], | ||
[[Mutual Goals]], | [[Mutual Goals]], |
Revision as of 17:57, 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
Can Instantiate
Ephemeral Events, Gain Competence
with Geospatial Game Widgets
with Time Limits
Can Modulate
Area Control, Character Development, Game Items, Player Killing, Resource Caps, Resources, Reward Widgets, Scores, Secret Areas
Can Be Instantiated By
Access Rewards, Arithmetic Progression, Character Development, Delayed Reciprocity, Facilitating Rewards, Game Items, Geometric Progression, 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
Extra-Game Broadcasting, 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
-