Illusionary Rewards

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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

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

Gameplay Mastery

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,

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

Can Be Instantiated By

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

Can Be Modulated By

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Possible Closure Effects

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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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