Difference between revisions of "Illusionary Rewards"

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(Relations)
(Relations)
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== Relations ==
 
== Relations ==
 
Instantiates: [[Predictable Consequences]], [[Narration Structures]], [[Determinable Chance to Succeed]]
 
Instantiates: [[Predictable Consequences]], [[Narration Structures]], [[Determinable Chance to Succeed]]
 
Instantiated by: [[Helpers]], [[Traces]],
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===

Revision as of 21:07, 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, Narration Structures, Determinable Chance to Succeed

Can Instantiate

Balancing Effects, Extra-Game Consequences, Game-Based Social Statuses, Grinding, Perceivable Margins, Player-Defined Goals, Progress Indicators

Can Modulate

Gameplay Mastery

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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