Difference between revisions of "Facilitating Rewards"
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== Relations == | == Relations == | ||
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[[Levels]] | [[Levels]] | ||
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The main difference between [[Facilitating Rewards]] and [[Access Rewards]] is that the former gives new [[Abilities]] or action to players while the latter provides the possibility for players to choose to get such [[Abilities]] or actions. | The main difference between [[Facilitating Rewards]] and [[Access Rewards]] is that the former gives new [[Abilities]] or action to players while the latter provides the possibility for players to choose to get such [[Abilities]] or actions. | ||
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+ | While being able to perform better can provide [[Freedom of Choice]] and [[Player Agency]] regarding what they can do in games, it also works against it when players have not been allowed to choose what to become better at. | ||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Freedom of Choice]], | ||
+ | [[Player Agency]], | ||
[[Rewards]] | [[Rewards]] | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[New Abilities]], | [[New Abilities]], | ||
− | [[Improved Abilities]] | + | [[Improved Abilities]], |
+ | [[Powers]], | ||
+ | [[Skills]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
− | + | [[Freedom of Choice]] | |
+ | [[Player Agency]] | ||
== History == | == History == |
Revision as of 14:14, 12 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
Facilitating Rewards are Rewards that enable players to perform new actions or existing actions better.
The main difference between Facilitating Rewards and Access Rewards is that the former gives new Abilities or action to players while the latter provides the possibility for players to choose to get such Abilities or actions.
While being able to perform better can provide Freedom of Choice and Player Agency regarding what they can do in games, it also works against it when players have not been allowed to choose what to become better at.
Can Instantiate
Freedom of Choice, Player Agency, Rewards
with ...
Can Modulate
-
Can Be Instantiated By
New Abilities, Improved Abilities, Powers, Skills
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
Freedom of Choice Player Agency
History
New pattern created in this wiki. However, it is based upon the concept of "Facilitating Rewards" discussed by Hallford and Hallford[1].
References
- ↑ Hallford & Hallford, 2001, Swords and Circuitry: A designer’s guide to computer role playing games. Roseville, CA: Prime Publishing, p. 158.
Acknowledgements
-