Difference between revisions of "Illusionary Rewards"

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(Using the pattern)
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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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Reason for providing [[Illusionary Rewards]] can be to help motivate [[Grinding]] and to give players an [[Exaggerated Perception of Influence]]. They can also provide goals in [[Unwinnable Games]].
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[[Clues]] and [[Diegetically Outstanding Features]] can provide [[Illusionary Rewards]] when they seem to indicate the presence of something interesting in a [[Game Worlds|Game World]] but this is a false promise.
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[[Unwinnable Games]]
 
 
   
 
   
 
=== Can Modulate ===
 
=== Can Modulate ===
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
[[Clues]],
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[[Diegetically Outstanding Features]],
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[[Experimenting]],  
 
[[Experimenting]],  
 
[[Extra-Game Information]],  
 
[[Extra-Game Information]],  
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[[Grinding]],  
 
[[Grinding]],  
 
[[Perceivable Margins]],  
 
[[Perceivable Margins]],  
[[Progress Indicators]],
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[[Progress Indicators]]
[[Unwinnable Games]]
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=== Can Modulate ===
 
=== Can Modulate ===
[[Gameplay Mastery]]
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[[Gameplay Mastery]],
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[[Unwinnable Games]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===

Revision as of 07:13, 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.

Examples

All effect of character actions in The Sims can be Illusionary Rewards, since there is no formalized goal in the game. However, these Rewards are the very essence of gameplay: players have either set their own goals based on the Rewards or the Rewards provide entertainment when they occur unplanned.

Example: Some games allow players to unlock new outfits for the Avatars they control. This does not change the gameplay itself but is still perceived as a Reward since it offers some novelty and can be shown to other people.

Example: Collecting all stars in Super Mario Sunshine is not required to complete the game but doing so, even after completing the goal of the game, can give players satisfaction and be used to compare one's skill and dedication to the game with other players.

Using the pattern

Reason for providing Illusionary Rewards can be to help motivate Grinding and to give players an Exaggerated Perception of Influence. They can also provide goals in Unwinnable Games.

Clues and Diegetically Outstanding Features can provide Illusionary Rewards when they seem to indicate the presence of something interesting in a Game World but this is a false promise.


Can Modulate

Gameplay Mastery

Can Be Instantiated By

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 are defined by not providing Rewards as defined by the game state. They can however give other types of Rewards by providing Extra-Game Consequences, for example Game-Based Social Statuses. When they make players in advantageous positions try to achieve them, Illusionary Rewards can provide Balancing Effects between the players.

Relations

Can Instantiate

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

Can Modulate

Gameplay Mastery, Unwinnable Games

Can Be Instantiated By

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

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Rewards

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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