Facilitating Rewards

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Revision as of 13:34, 12 August 2015 by Staffan Björk (Talk | contribs) (Relations)

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

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

New Abilities Rewards

Freedom of Choice Player Agency

Levels One-Way Travel


The main difference between Facilitating Rewards and Access Rewards is that the former gives new Abilities or action to players while the latter provides the possibility for players to choose to get such Abilities or actions.

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

New pattern created in this wiki. However, it is based upon the concept of "Facilitating 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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