Difference between revisions of "Illusionary Rewards"

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(Relations)
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== Using the pattern ==
 
== Using the pattern ==
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=== Can Modulate ===
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[[Gameplay Mastery]]
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 +
=== Can Be Instantiated By ===
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[[Clues]],
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[[Diegetically Outstanding Features]],
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[[Experimenting]],
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[[Extra-Game Information]],
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[[Tournaments]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
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=== Can Instantiate ===
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[[Balancing Effects]],
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[[Exaggerated Perception of Influence]],
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[[Extra-Game Consequences]],
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[[Game-Based Social Statuses]],
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[[Grinding]],
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[[Perceivable Margins]],
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[[Player-Defined Goals]],
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[[Progress Indicators]]
  
 
== Relations ==
 
== Relations ==

Revision as of 21:11, 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

Can Modulate

Gameplay Mastery

Can Be Instantiated By

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

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Can Instantiate

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

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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