Illusionary Rewards
Rewards that do not quantifiably help in completing goals or positively affect game states for players.
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Reason for providing Illusionary Rewards can be to help motivate Grinding and to give players an Exaggerated Perception of Influence.
Can Modulate
Can Be Instantiated By
Clues, Diegetically Outstanding Features, Experimenting, Extra-Game Information, Tournaments
conflicting with Rewards
Diegetic Aspects
Interface Aspects
While Illusionary Rewards do not provide Rewards that affect the game state, they can reveal information about it when they are given to players. In this way they can function as Progress Indicators and help players have Perceivable Margins.
Narration Aspects
Consequences
Illusionary Rewards
However, Illusionary Rewards are defined by not providing Rewards as defined by the game state. They can give other types of Rewards by providing Extra-Game Consequences, for example Game-Based Social Statuses.
Can Instantiate
Balancing Effects, Player-Defined Goals,
Relations
Can Instantiate
Balancing Effects, Exaggerated Perception of Influence, Extra-Game Consequences, Game-Based Social Statuses, Grinding, Perceivable Margins, Player-Defined Goals, Progress Indicators
Can Modulate
Can Be Instantiated By
Clues, Diegetically Outstanding Features, Experimenting, Extra-Game Information, Tournaments
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
History
An updated version of the pattern Illusionary Rewards that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
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