Difference between revisions of "Illusionary Rewards"

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(Relations)
(Relations)
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== Relations ==
 
== Relations ==
Instantiates: [[Social Statuses]], [[Predictable Consequences]], [[Perceivable Margins]], [[Player-Defined Goals]], [[Progress Indicators]], [[Narration Structures]], [[Determinable Chance to Succeed]]
+
Instantiates: [[Predictable Consequences]], [[Perceivable Margins]], [[Player-Defined Goals]], [[Progress Indicators]], [[Narration Structures]], [[Determinable Chance to Succeed]]
  
 
Modulates: [[Extended Actions]], [[Rhythm-Based Actions]], [[Combos]],  
 
Modulates: [[Extended Actions]], [[Rhythm-Based Actions]], [[Combos]],  
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[[Balancing Effects]],  
 
[[Balancing Effects]],  
 
[[Extra-Game Consequences]],  
 
[[Extra-Game Consequences]],  
 +
[[Game-Based Social Statuses]],
 
[[Grinding]]
 
[[Grinding]]
  

Revision as of 12:24, 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: Predictable Consequences, Perceivable Margins, Player-Defined Goals, Progress Indicators, Narration Structures, Determinable Chance to Succeed

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

Instantiated by: Helpers, Traces,

Can Instantiate

Balancing Effects, Extra-Game Consequences, Game-Based Social Statuses, Grinding

Can Modulate

Gameplay Mastery

Can Be Instantiated By

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

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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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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