Illusionary Rewards

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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: Social Statuses, Predictable Consequences, Perceivable Margins, Player-Defined Goals, Progress Indicators, Narration Structures, Determinable Chance to Succeed

Modulates: Extended Actions, Rhythm-Based Actions, Combos, Gameplay Mastery

Instantiated by: Tournaments, Helpers, Traces, Diegetically Outstanding Features, Extra-Game Information

Can Instantiate

Balancing Effects, Extra-Game Consequences, Grinding

Can Modulate

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Can Be Instantiated By

Clues, Diegetically Outstanding Features, Experimenting

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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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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