Facilitating Rewards

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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

Freedom of Choice Player Agency

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.

Can Instantiate

Rewards

with ...

Can Modulate

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Can Be Instantiated By

New Abilities, Improved Abilities

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. 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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