Difference between revisions of "Value of Effort"

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(Relations)
(Relations)
Line 55: Line 55:
 
[[Framed Freedom]]
 
[[Framed Freedom]]
 
[[Balancing Effects]]
 
[[Balancing Effects]]
[[Temporal Consistency]]
 
[[Player Elimination]]
 
[[Persistent Game World Changes]]
 
[[Red Herrings]]
 
[[Unlocking]]
 
[[Negotiable Play Sessions]]
 
[[Player Augmentations]]
 
[[Setback Penalties]]
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
Line 74: Line 66:
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 
[[Achievements]],  
 
[[Achievements]],  
[[Character Development]]
+
[[Character Development]],
 +
[[Persistent Game World Changes]],
 +
[[Unlocking]]
  
 
[[Construction]] together with [[Extra-Game Broadcasting]], [[Irreversible Events]], or [[Persistent Game Worlds]]
 
[[Construction]] together with [[Extra-Game Broadcasting]], [[Irreversible Events]], or [[Persistent Game Worlds]]
Line 85: Line 79:
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
-
+
[[Player Elimination]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
Line 92: Line 86:
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 
[[Drop-In/Drop-Out]],  
 
[[Drop-In/Drop-Out]],  
[[Player/Character Skill Composites]]
+
[[Player Augmentations]],
 +
[[Player/Character Skill Composites]],
 +
[[Setback Penalties]]
  
 
== History ==
 
== History ==

Revision as of 12:02, 23 November 2015

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

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Challenging Gameplay Further Player Improvement Potential Dynamic Difficulty Adjustment Exaggerated Perception of Influence Avatars Backtracking Levels Characters Fudged Results Multiplayer Games Late Arriving Players Handicap Achievements Grind Achievements Goal Achievements Visits Massively Multiplayer Online Games Non-Player Help Grinding Arithmetic Progression Purchasable Game Advantages Action Caps Public Player Statistics Pottering Abstract Player Construct Development Framed Freedom Balancing Effects

Can Instantiate

Tension

with ...

Can Modulate

-

Can Be Instantiated By

Achievements, Character Development, Persistent Game World Changes, Unlocking

Construction together with Extra-Game Broadcasting, Irreversible Events, or Persistent Game Worlds

Geometric Progression together with Extended Actions or Positive Feedback Loops

Persistent Game Worlds together with Character Development or Player-Planned Development

Speedruns together with Extra-Game Broadcasting

Can Be Modulated By

Player Elimination

Possible Closure Effects

-

Potentially Conflicting With

Drop-In/Drop-Out, Player Augmentations, Player/Character Skill Composites, Setback Penalties

History

New pattern created in this wiki.

References

-

Acknowledgements

-