Difference between revisions of "Illusionary Rewards"
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== Relations == | == Relations == | ||
Instantiates: [[Predictable Consequences]], [[Narration Structures]], [[Determinable Chance to Succeed]] | Instantiates: [[Predictable Consequences]], [[Narration Structures]], [[Determinable Chance to Succeed]] | ||
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=== Can Instantiate === | === Can Instantiate === |
Revision as of 21:07, 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: Predictable Consequences, Narration Structures, Determinable Chance to Succeed
Can Instantiate
Balancing Effects, Extra-Game Consequences, Game-Based Social Statuses, Grinding, Perceivable Margins, Player-Defined Goals, Progress Indicators
Can Modulate
Can Be Instantiated By
Clues, Diegetically Outstanding Features, Experimenting, Extra-Game Information, Tournaments,
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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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
-