Difference between revisions of "Altruistic Actions"

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== Relations ==
 
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[[Extra-Game Consequences]]
  
 
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=== Can Modulate ===

Revision as of 18:47, 30 January 2011

Game actions that are beneficial to somebody but not directly to the players who performed them.

This pattern is a still a stub.

Examples

Conspiracy for Good made players collect books for charities as part of its gameplay.

Using the pattern

Altruistic Actions can be used in games with Teams but this depends on how Rewards and Penalties are constructed. Games with Shared Rewards and Penalties make helping other team members intrinsically tied to the players' own fortunes and are therefore difficult to combine with Altruistic Actions. This can be mitigated through the use of Limited Gameplay Time and/or Drop-In/Drop-Out gameplay, e.g. Counter-Strike and the Team Fortress series.

Visits


Massively Single-Player Online Games Private Game Spaces Non-Player Help Free Gift Inventories

One way of creating Altruistic Actions is to make actions in a game have Extra-Game Consequences that are altruistic.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Betrayal Risk/Reward Delayed Reciprocity Uncommitted Alliances

Cooperation


Relations

Can Instantiate

Extra-Game Consequences

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

Shared Penalties, [Shared Rewards]]

History

New pattern created in this wiki.

References

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Acknowledgements

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