Difference between revisions of "Facilitating Rewards"

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(Using the pattern)
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== Consequences ==
 
== Consequences ==
While being able to perform better in games can provide [[Freedom of Choice]] and [[Player Agency]] regarding what they can do in those games, it also works against it when players have not been allowed to choose what to become better at.  
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[[Facilitating Rewards]] provide [[Empowerment]] and/or possibly [[Exaggerated Perception of Influence]] to players. While being able to perform better in games can provide [[Freedom of Choice]] and [[Player Agency]] regarding what they can do in those games, it also works against it when players have not been allowed to choose what to become better at.  
  
 
== Relations ==
 
== Relations ==
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=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Empowerment]],
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[[Exaggerated Perception of Influence]],
 
[[Freedom of Choice]],  
 
[[Freedom of Choice]],  
 
[[Player Agency]],  
 
[[Player Agency]],  
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Fudged Results]],
 
[[New Abilities]],  
 
[[New Abilities]],  
 
[[Improved Abilities]],  
 
[[Improved Abilities]],  

Revision as of 07:33, 13 August 2015

Rewards that ease gameplay actions or the completion of a game instance.

This pattern is a still a stub.

Examples

Using the pattern

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.

Typical ways of creating Facilitating Rewards include giving players New or Improved Abilities, providing new Powers, or increasing Skills. Another way of providing Facilitating Rewards and which focuses on progressing spatially in games is to move players to new Levels. In these cases, the use of One-Way Travel can ensure that it is actual (forced) progression towards the end of a game.

Consequences

Facilitating Rewards provide Empowerment and/or possibly Exaggerated Perception of Influence to players. While being able to perform better in games can provide Freedom of Choice and Player Agency regarding what they can do in those games, it also works against it when players have not been allowed to choose what to become better at.

Relations

Can Instantiate

Empowerment, Exaggerated Perception of Influence, Freedom of Choice, Player Agency, Rewards

Can Modulate

Levels

Can Be Instantiated By

Fudged Results, New Abilities, Improved Abilities, Powers, Skills

Can Be Modulated By

One-Way Travel

Possible Closure Effects

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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

  1. Hallford & Hallford, 2001, Swords and Circuitry: A designer’s guide to computer role playing games. Roseville, CA: Prime Publishing, p. 158.

Acknowledgements

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