Difference between revisions of "Sustenance Rewards"

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(Relations)
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== Using the pattern ==
 
== Using the pattern ==
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=== Can Modulate ===
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[[Consumers]],
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[[Vehicles]]
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Typical examples of [[Sustenance Rewards]] are [[Ammunition]] and [[Money]], which is not to surprising since they both are [[Resources]] that players typically use and may run out of. However, any [[Resources|Resource]] that can run out can serve as the basis for [[Sustenance Rewards]].
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
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=== Can Instantiate ===
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[[Rewards]]
  
 
== Relations ==
 
== Relations ==

Revision as of 17:28, 14 August 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Can Modulate

Consumers, Vehicles

Typical examples of Sustenance Rewards are Ammunition and Money, which is not to surprising since they both are Resources that players typically use and may run out of. However, any Resource that can run out can serve as the basis for Sustenance Rewards.

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Can Instantiate

Rewards

Relations

Can Instantiate

Rewards

Can Modulate

Consumers, Vehicles

Can Be Instantiated By

Ammunition, Money, Resources

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki. However, it is based upon the concept of "Sustenance 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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