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
All effect of character actions in The Sims can be Illusionary Rewards, since there is no formalized goal in the game. However, these Rewards are the very essence of gameplay: players have either set their own goals based on the Rewards or the Rewards provide entertainment when they occur unplanned.
Example: Some games allow players to unlock new outfits for the Avatars they control. This does not change the gameplay itself but is still perceived as a Reward since it offers some novelty and can be shown to other people.
Example: Collecting all stars in Super Mario Sunshine is not required to complete the game but doing so, even after completing the goal of the game, can give players satisfaction and be used to compare one's skill and dedication to the game with other players.
Using the pattern
Reason for providing Illusionary Rewards can be to help motivate Grinding and to give players an Exaggerated Perception of Influence. They can also provide goals in Unwinnable Games.
Clues and Diegetically Outstanding Features can provide Illusionary Rewards when they seem to indicate the presence of something interesting in a Game World but this is a false promise. Giving players the possibility of Experimenting is an Illusionary Rewards in that it doesn't affect the game state but shows how they can be useful for gameplay anyway since it can help players later through the knowledge they have acquired.
Can Be Instantiated By
Sometimes what would otherwise be Rewards can become Illusionary Rewards due to the larger context. One such example is when the overall state of a Tournament makes the Rewards within one specific part of it meaningless since the larger outcome of that part has already been decided by the other parts.
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. This can be a supporting function for players to develop Gameplay Mastery.
Consequences
Illusionary Rewards are defined by not providing Rewards as defined by the game state. They can however give other types of Rewards by providing Extra-Game Consequences, for example Game-Based Social Statuses. When they make players in advantageous positions try to achieve them, Illusionary Rewards can provide Balancing Effects between the players.
Relations
Can Instantiate
Balancing Effects, Exaggerated Perception of Influence, Extra-Game Consequences, Game-Based Social Statuses, Grinding, Perceivable Margins, Progress Indicators
Can Modulate
Gameplay Mastery, Unwinnable Games
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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