Difference between revisions of "Increasing Rewards"

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[[Category:Staffan's current workpage]]
 
[[Category:Patterns]]
 
[[Category:Patterns]]
 
[[Category:Needs work]]
 
[[Category:Needs work]]
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''Reward structures that increase the size or quality of the specific rewards as gameplay progress.''
 
''Reward structures that increase the size or quality of the specific rewards as gameplay progress.''
  
This pattern is a still a stub.
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Rewards tied are common in games as ways of acknowledging player successes, and many of these provide gameplay advantages. When these become larger in quantity or more powerful as gameplay progresses, these specific types of rewards can be classified as [[Increasing Rewards]] and can either be used to balance increased challenges or demands on resource consumption or be used to clearly indicate to players that they are in other parts of the overall gameplay arc of the games.
  
 
=== Examples ===
 
=== Examples ===
 
Many [[:Category:Tabletop Roleplaying Games|Tabletop]] and [[:Category:Computer-based Roleplaying Games|Computer-based Roleplaying Games]], e.g. [[Dungeons & Dragons]] and the [[Diablo series]], provide [[Increasing Rewards]] in the form of larger amounts of money and more powerful magic items the further along players get into the games with specific characters.
 
Many [[:Category:Tabletop Roleplaying Games|Tabletop]] and [[:Category:Computer-based Roleplaying Games|Computer-based Roleplaying Games]], e.g. [[Dungeons & Dragons]] and the [[Diablo series]], provide [[Increasing Rewards]] in the form of larger amounts of money and more powerful magic items the further along players get into the games with specific characters.
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The abilities and units unlocked by new technologies in strategy games such as [[Civilization (video game) series|Civilization]] are [[Increasing Rewards]] since they do not only offer variety but functionally better gameplay abilities.
  
 
== Using the pattern ==
 
== Using the pattern ==
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=== Can Modulate ===
 
=== Can Modulate ===
 
[[Ever Increasing Difficulty]],  
 
[[Ever Increasing Difficulty]],  
[[Narration Structures]],
 
 
[[Rewards]],  
 
[[Rewards]],  
 
[[Predictable Winner]]
 
[[Predictable Winner]]
  
=== Diegetic Aspects ===
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=== Potentially Conflicting With ===
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[[Predictable Winner]]
  
=== Interface Aspects ===
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[[Increasing Rewards]] are incompatible with [[Sidegrades]] since one assumes an improvement in quantity or quality while the other is defined by providing variation but not increase in power.
  
 
=== Narrative Aspects ===
 
=== Narrative Aspects ===
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[[Narration Structures]],
  
 
== Consequences ==
 
== Consequences ==
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[[Red Queen Dilemmas]]
 
[[Red Queen Dilemmas]]
  
 
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=== Potentially Conflicting With ===
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[[Predictable Winner]]
  
 
== Relations ==
 
== Relations ==
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[[Ever Increasing Difficulty]],  
 
[[Ever Increasing Difficulty]],  
 
[[Narration Structures]],  
 
[[Narration Structures]],  
[[Rewards]],
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[[Rewards]]
[[Predictable Winner]]
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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[[Sidegrades]],
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[[Predictable Winner]]
  
 
== History ==
 
== History ==

Revision as of 12:22, 9 January 2013

Reward structures that increase the size or quality of the specific rewards as gameplay progress.

Rewards tied are common in games as ways of acknowledging player successes, and many of these provide gameplay advantages. When these become larger in quantity or more powerful as gameplay progresses, these specific types of rewards can be classified as Increasing Rewards and can either be used to balance increased challenges or demands on resource consumption or be used to clearly indicate to players that they are in other parts of the overall gameplay arc of the games.

Examples

Many Tabletop and Computer-based Roleplaying Games, e.g. Dungeons & Dragons and the Diablo series, provide Increasing Rewards in the form of larger amounts of money and more powerful magic items the further along players get into the games with specific characters.

The abilities and units unlocked by new technologies in strategy games such as Civilization are Increasing Rewards since they do not only offer variety but functionally better gameplay abilities.

Using the pattern

Can Modulate

Ever Increasing Difficulty, Rewards, Predictable Winner

Potentially Conflicting With

Predictable Winner

Increasing Rewards are incompatible with Sidegrades since one assumes an improvement in quantity or quality while the other is defined by providing variation but not increase in power.

Narrative Aspects

Narration Structures,

Consequences

Can Instantiate

Progress Indicators

with Ever Increasing Difficulty

Red Queen Dilemmas

Potentially Conflicting With

Predictable Winner

Relations

Can Instantiate

Progress Indicators

with Ever Increasing Difficulty

Red Queen Dilemmas

Can Modulate

Ever Increasing Difficulty, Narration Structures, Rewards

Can Be Instantiated By

-

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Sidegrades, Predictable Winner

History

New pattern created in this wiki.

References

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Acknowledgements

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