Difference between revisions of "Facilitating Rewards"

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(Relations)
(Relations)
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== Relations ==
 
== Relations ==
 
[[Freedom of Choice]]
 
[[Player Agency]]
 
  
 
[[Levels]]
 
[[Levels]]
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The main difference between [[Facilitating Rewards]] and [[Access Rewards]] is that the former gives new [[Abilities]] or action to players while the latter provides the possibility for players to choose to get such [[Abilities]] or actions.
 
The main difference between [[Facilitating Rewards]] and [[Access Rewards]] is that the former gives new [[Abilities]] or action to players while the latter provides the possibility for players to choose to get such [[Abilities]] or actions.
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 +
While being able to perform better can provide [[Freedom of Choice]] and [[Player Agency]] regarding what they can do in games, it also works against it when players have not been allowed to choose what to become better at.
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Freedom of Choice]],
 +
[[Player Agency]],
 
[[Rewards]]
 
[[Rewards]]
  
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 
[[New Abilities]],  
 
[[New Abilities]],  
[[Improved Abilities]]
+
[[Improved Abilities]],
 +
[[Powers]],
 +
[[Skills]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
-
+
[[Freedom of Choice]]
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[[Player Agency]]
  
 
== History ==
 
== History ==

Revision as of 14:14, 12 August 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Levels One-Way Travel


Facilitating Rewards are Rewards that enable players to perform new actions or existing actions better.

The main difference between Facilitating Rewards and Access Rewards is that the former gives new Abilities or action to players while the latter provides the possibility for players to choose to get such Abilities or actions.

While being able to perform better can provide Freedom of Choice and Player Agency regarding what they can do in games, it also works against it when players have not been allowed to choose what to become better at.

Can Instantiate

Freedom of Choice, Player Agency, Rewards

with ...

Can Modulate

-

Can Be Instantiated By

New Abilities, Improved Abilities, Powers, Skills

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Freedom of Choice Player Agency

History

New pattern created in this wiki. However, it is based upon the concept of "Facilitating Rewards" discussed by Hallford and Hallford[1].

References

  1. 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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