Difference between revisions of "Rewards"

From gdp3
Jump to: navigation, search
(Relations)
(Relations)
Line 80: Line 80:
 
[[Encouraged Return Visits]]
 
[[Encouraged Return Visits]]
 
[[Grinding]]
 
[[Grinding]]
[[Ephemeral Events]]
 
[[Delayed Reciprocity]]
 
[[Extra-Game Broadcasting]]
 
[[Arithmetic Progression]]
 
[[Collaborative Actions]]
 
[[Geometric Progression]]
 
[[Resource Caps]]
 
[[Quests]]
 
 
---
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 +
[[Ephemeral Events]],
 
[[Gain Competence]]
 
[[Gain Competence]]
  
Line 106: Line 97:
 
[[Game Items]],  
 
[[Game Items]],  
 
[[Player Killing]],  
 
[[Player Killing]],  
 +
[[Resource Caps]],
 
[[Resources]],  
 
[[Resources]],  
 
[[Reward Widgets]],  
 
[[Reward Widgets]],  
Line 113: Line 105:
 
=== 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]],  
Line 131: Line 126:
  
 
=== 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.

Examples

Space Alert

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

Reward Widgets

with Time Limits

Optional Goals, Repeat Combos

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

Thematic Consistency

History

An updated version of the pattern Rewards that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

-