Difference between revisions of "Illusionary Rewards"

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(Relations)
(Relations)
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Modulates: [[Extended Actions]], [[Rhythm-Based Actions]], [[Combos]], [[Gameplay Mastery]]
 
Modulates: [[Extended Actions]], [[Rhythm-Based Actions]], [[Combos]], [[Gameplay Mastery]]
  
Instantiated by: [[Tournaments]], [[Helpers]], [[Traces]], [[Extra-Game Information]]
+
Instantiated by: [[Helpers]], [[Traces]],  
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Clues]],  
 
[[Clues]],  
 
[[Diegetically Outstanding Features]],  
 
[[Diegetically Outstanding Features]],  
[[Experimenting]]
+
[[Experimenting]],
 +
[[Extra-Game Information]],
 +
[[Tournaments]],
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 12:23, 8 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

Instantiates: Social Statuses, Predictable Consequences, Perceivable Margins, Player-Defined Goals, Progress Indicators, Narration Structures, Determinable Chance to Succeed

Modulates: Extended Actions, Rhythm-Based Actions, Combos, Gameplay Mastery

Instantiated by: Helpers, Traces,

Can Instantiate

Balancing Effects, Extra-Game Consequences, Grinding

Can Modulate

-

Can Be Instantiated By

Clues, Diegetically Outstanding Features, Experimenting, Extra-Game Information, Tournaments,

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Illusionary Rewards that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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