Difference between revisions of "Illusionary Rewards"
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− | ''The one-sentence "definition" that should be in italics.'' | + | ''Rewards that do not quantifiably help in completing goals or positively affect game states for players.'' |
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+ | The one-sentence "definition" that should be in italics.'' | ||
This pattern is a still a stub. | This pattern is a still a stub. | ||
=== Examples === | === Examples === | ||
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== Using the pattern == | == Using the pattern == | ||
+ | Reason for providing [[Illusionary Rewards]] can be to help motivate [[Grinding]] and to give players an [[Exaggerated Perception of Influence]]. | ||
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=== Can Modulate === | === Can Modulate === | ||
[[Gameplay Mastery]] | [[Gameplay Mastery]] | ||
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=== Interface Aspects === | === Interface Aspects === | ||
+ | While [[Illusionary Rewards]] do not provide [[Rewards]] that affect the game state, they can reveal information about it when they are given to players. In this way they can function as [[Progress Indicators]] and help players have [[Perceivable Margins]]. | ||
=== Narration Aspects === | === Narration Aspects === | ||
== Consequences == | == Consequences == | ||
+ | [[Illusionary Rewards]] | ||
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+ | However, [[Illusionary Rewards]] are defined by not providing [[Rewards]] as defined by the game state. They can give other types of [[Rewards]] by providing [[Extra-Game Consequences]], for example [[Game-Based Social Statuses]]. | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Balancing Effects]], | [[Balancing Effects]], | ||
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[[Player-Defined Goals]], | [[Player-Defined Goals]], | ||
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== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Balancing Effects]], | [[Balancing Effects]], |
Revision as of 07:00, 9 August 2015
Rewards that do not quantifiably help in completing goals or positively affect game states for players.
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Reason for providing Illusionary Rewards can be to help motivate Grinding and to give players an Exaggerated Perception of Influence.
Can Modulate
Can Be Instantiated By
Clues, Diegetically Outstanding Features, Experimenting, Extra-Game Information, Tournaments
conflicting with Rewards
Diegetic Aspects
Interface Aspects
While Illusionary Rewards do not provide Rewards that affect the game state, they can reveal information about it when they are given to players. In this way they can function as Progress Indicators and help players have Perceivable Margins.
Narration Aspects
Consequences
Illusionary Rewards
However, Illusionary Rewards are defined by not providing Rewards as defined by the game state. They can give other types of Rewards by providing Extra-Game Consequences, for example Game-Based Social Statuses.
Can Instantiate
Balancing Effects, Player-Defined Goals,
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
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
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-