Rewards

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

This pattern is a still a stub.

Examples

Space Alert

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

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

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Can Instantiate

Encouraged Return Visits, Ephemeral Events, Gain Competence, Player-Planned Development

with Geospatial Game Widgets

Reward Widgets

with Time Limits

Optional Goals, Repeat Combos

Can Modulate

Area Control, Character Development, Game Items, Grinding, Invites, Player Killing, Resource Caps, Resources, Reward Widgets, Scores, Secret Areas

Can Be Instantiated By

Access Rewards, Arithmetic Progression, Character Development, Delayed Reciprocity, Factions, Facilitating Rewards, Free Gift Inventories, Handicap Achievements, Game Items, Geometric Progression, Glory Rewards, Goal Achievements, Grind Achievements, Improved Abilities, Individual Rewards, Loot, Minigames, New Abilities, Player Killing, Repeat Combos, Shared Rewards, Social Rewards, Sustenance Rewards, Testing Achievements, Unlocking

Game Time Manipulation in Single-Player Games

Can Be Modulated By

Extra-Game Broadcasting, Extra-Game Consequences, Free Gift Inventories, Increasing Rewards, Mutual Goals, Reward Widgets

Cutscenes in Single-Player Games

Possible Closure Effects

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Potentially Conflicting With

Thematic Consistency

History

An updated version of the pattern 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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