Difference between revisions of "Encouraged Return Visits"

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== Using the pattern ==
 
== Using the pattern ==
 
[[Encouraged Return Visits]] assumed that there is a game to return to and that it is possible to join and leave it often, so a requirement for this design choice is that the game in consideration already supports [[Drop-In/Drop-Out]] gameplay, and typically this is done through a [[Persistent Game Worlds|Persistent Game World]].
 
[[Encouraged Return Visits]] assumed that there is a game to return to and that it is possible to join and leave it often, so a requirement for this design choice is that the game in consideration already supports [[Drop-In/Drop-Out]] gameplay, and typically this is done through a [[Persistent Game Worlds|Persistent Game World]].
 
  
 
Players are encouraged to return frequently to a certain part of the game space (Based upon observations in Brathwaite, 2007);  
 
Players are encouraged to return frequently to a certain part of the game space (Based upon observations in Brathwaite, 2007);  
  
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There are several different ways of encouraging players to return to games.
 
[[Delayed Effects]]
 
[[Delayed Effects]]
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[[Interruptible Actions]]
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[[Ephemeral Events]]
 
[[Ephemeral Events]]
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[[Resource Generators]]
 
[[Resource Generators]]
  
 
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[[Persistent Game Worlds]] add another option: if they have [[Evolving Rule Sets]] due to designers often adding or modifying parts of the game, players will need to return regularly to keep up with the changes in the game or be disadvantaged.
[[Persistent Game Worlds]] add another option: if they have [[Evolving Rule Sets]] players need to return regularly to keep up with the changes in the game.
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Revision as of 20:27, 2 February 2011

Game structures making players wanting to return to certain places or activities in the game.


This pattern is a still a stub.

Examples

Using the pattern

Encouraged Return Visits assumed that there is a game to return to and that it is possible to join and leave it often, so a requirement for this design choice is that the game in consideration already supports Drop-In/Drop-Out gameplay, and typically this is done through a Persistent Game World.

Players are encouraged to return frequently to a certain part of the game space (Based upon observations in Brathwaite, 2007);

There are several different ways of encouraging players to return to games. Delayed Effects

Interruptible Actions


Ephemeral Events

Continuous Goals

Grinding Spawn Points

Investments

Resource Generators

Persistent Game Worlds add another option: if they have Evolving Rule Sets due to designers often adding or modifying parts of the game, players will need to return regularly to keep up with the changes in the game or be disadvantaged.


Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Can Modulate

Drop-In/Drop-Out, Persistent Game Worlds

Can Be Instantiated By

Evolving Rule Sets together with Persistent Game Worlds

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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Acknowledgements

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