Shared Rewards

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

This pattern is a still a stub.

Examples

Anti-Examples

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Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Left 4 Dead series Cooperation Social Dilemmas Factions Altruistic Actions Delayed Reciprocity Collaborative Actions Balancing Effects Social Roles Excluding Goals Tiebreakers Tied Results Mutual Goals

Instantiates: Cooperation, Balancing Effects, Rewards, Mutual Goals, Delayed Reciprocity, Uncommitted Alliances

Modulates: Collaborative Actions, Competition, Alliances, Team Play, Social Interaction, Individual Rewards, Race, Social Organizations, Ownership

Instantiated by: Tied Results, Mutual Goals

Modulated by: Shared Resources, Negotiation, Player-Decided Distribution of Rewards & Penalties

Potentially conflicting with: Conflict, Excluding Goals, Individual Rewards, Tiebreakers

Can Instantiate

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with ...

Can Modulate

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Can Be Instantiated By

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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 Shared Rewards that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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