Value of Effort
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
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Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Irreversible Events Drop-In/Drop-Out Achievements Extended Actions Tension Player/Character Skill Composites Challenging Gameplay Further Player Improvement Potential Dynamic Difficulty Adjustment Exaggerated Perception of Influence Avatars Backtracking Levels Characters Fudged Results Multiplayer Games Late Arriving Players Handicap Achievements Player-Planned Development Grind Achievements Goal Achievements Speedruns Persistent Game Worlds Visits Massively Multiplayer Online Games Non-Player Help Grinding Extra-Game Broadcasting Arithmetic Progression Purchasable Game Advantages Geometric Progression Construction Action Caps Public Player Statistics Pottering Abstract Player Construct Development Framed Freedom Character Development Balancing Effects Temporal Consistency Player Elimination Persistent Game World Changes Red Herrings Unlocking Negotiable Play Sessions Player Augmentations Setback Penalties
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.
References
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Acknowledgements
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