Value of Effort
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
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 Grind Achievements Goal Achievements Visits Massively Multiplayer Online Games Non-Player Help Grinding Arithmetic Progression Purchasable Game Advantages Action Caps Public Player Statistics Pottering Abstract Player Construct Development Framed Freedom Balancing Effects Temporal Consistency Player Elimination Persistent Game World Changes Red Herrings Unlocking Negotiable Play Sessions Player Augmentations Setback Penalties
Can Instantiate
with ...
Can Modulate
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Can Be Instantiated By
Achievements, Character Development
Construction together with Extra-Game Broadcasting, Irreversible Events, or Persistent Game Worlds
Geometric Progression together with Extended Actions or Positive Feedback Loops
Persistent Game Worlds together with Character Development or Player-Planned Development
Speedruns together with Extra-Game Broadcasting
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
Drop-In/Drop-Out, Player/Character Skill Composites
History
New pattern created in this wiki.
References
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Acknowledgements
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