Difference between revisions of "Illusionary Rewards"

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(Relations)
(Relations)
Line 27: Line 27:
  
 
== Relations ==
 
== Relations ==
Instantiates: [[Predictable Consequences]], [[Narration Structures]], [[Determinable Chance to Succeed]]
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Balancing Effects]],  
 
[[Balancing Effects]],  
 +
[[Exaggerated Perception of Influence]],
 
[[Extra-Game Consequences]],  
 
[[Extra-Game Consequences]],  
 
[[Game-Based Social Statuses]],  
 
[[Game-Based Social Statuses]],  
Line 46: Line 46:
 
[[Experimenting]],  
 
[[Experimenting]],  
 
[[Extra-Game Information]],  
 
[[Extra-Game Information]],  
[[Tournaments]],
+
[[Tournaments]]  
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 21:08, 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

Can Instantiate

Balancing Effects, Exaggerated Perception of Influence, 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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