Sustenance Rewards

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Revision as of 17:22, 14 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

Can Instantiate

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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