Sustenance Rewards
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Players of the Sega Rally series need Sustenance Rewards in the form of more time to be able to play beyond the initial limit set by the game.
Using the pattern
Designing Sustenance Rewards consists of two main aspects. First, what should the Rewards consist of which players more or less continuously need. Second, and most likely more challenging to design, when should these be able to get to fit the speed with which players need the sustenance provided by the Rewards. Typical examples of Sustenance Rewards are Ammunition and Money, which is not to surprising since they both are Resources that players typically use and may run out of. In games with Time Limits, receiving more time can be seen as a Sustenance Reward (Sega Rally is an example of this). However, any Resource that can run out can serve as the basis for Sustenance Rewards.
The need for Sustenance Rewards can be created through the presence of some patterns. Most generally, any type of Consumers can create the need for whatever Resource or other things they consume. Less generally, the presence of Vehicles can require Sustenance Rewards in the form of fuel if players are supposed to be able to continue using them.
Consequences
Sustenance Rewards is one of the types of Rewards possible in games. The can create Collecting activities and Continuous Goals in the sense that players may need to continue getting them to avoid Penalties.
Relations
Can Instantiate
Collecting, Continuous Goals Rewards
Can Modulate
Can Be Instantiated By
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
- ↑ 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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