Rewards
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Instantiates: Social Statuses, Surprises, Emotional Engrossment, Anticipation, Collecting, Competition
Modulates: Attention Swapping, Penalties, Red Queen Dilemmas, Player Defined Goals, Narration Structures, Gameplay Mastery, Alternative Reality, Risk/Reward, Bidding, Trading
Instantiated by: Resources, Investments, Betting, Shared Rewards, Ownership
Modulated by: Continuous Goals, Penalties, Committed Goals, Unknown Goals, Diminishing Returns, Identification, Player Defined Goals, Player-Decided Distributions, Outcome Indicators, Arithmetic Rewards for Investments
Potentially conflicting with: Consistent Reality Logic
Time Limits Achievements Betrayal Randomness Tension Challenging Gameplay Units Combos Quick Returns Backtracking Levels Non-Player Characters Characters Stimulated Planning Enemies Fudged Results Extra Chances Freedom of Choice Late Arriving Players Social Dilemmas Quick Travel Companions Actions Have Diegetically Social Consequences Handicap Achievements Factions Extra-Game Consequences Internal Conflicts Internal Rivalry Player-Planned Development Loyalty Single-Player Games Testing Achievements Grind Achievements Goal Achievements Ephemeral Goals Minigames Capture Non-Player Help Free Gift Inventories Invites Altruistic Actions Encouraged Return Visits Grinding Ephemeral Events Delayed Reciprocity Extra-Game Broadcasting Arithmetic Progression Collaborative Actions Geometric Progression Resource Caps Quests Geospatial Game Widgets Loot Warp Zones Game Items Character Development Balancing Effects Thematic Consistency Traces Repeat Combos Reward Widgets Strategic Knowledge Secret Areas Abilities Privileged Abilities Improved Abilities Gain Competence New Abilities Pattern Relations Sidequests Main Quests Lives Player Killing Death Consequences Area Control Focus Loci Skills Quick Time Events Unlocking Social Rewards Asynchronous Collaborative Actions Predictable Winner Increasing Rewards Instances Resources Adventures Scores Tiebreakers Tied Results Game Time Manipulation Teams Endgame Quests Mutual Goals Shared Rewards
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
Access Rewards, Facilitating Rewards, Glory Rewards, Individual Rewards, Sustenance Rewards
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 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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