Sustenance Rewards

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

This pattern is a still a stub.

Examples

Using the pattern

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.

The need for Sustenance Rewards can be created through the presence of some patterns. Most generally, any type of Consumers can create the need for whatever Resource or other things they consume. Less generally, the presence of Vehicles

Time Limits

Consequences

Sustenance Rewards is one of the types of Rewards possible in games. The can create Collecting activities and Continuous Goals in the sense that players may need to continue getting them to avoid Penalties.

Relations

Time Limits

Can Instantiate

Collecting, Continuous Goals 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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