Difference between revisions of "Rewards"

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(Relations)
(Relations)
Line 51: Line 51:
 
[[Characters]]
 
[[Characters]]
 
[[Stimulated Planning]]
 
[[Stimulated Planning]]
[[Enemies]]
 
[[Fudged Results]]
 
[[Extra Chances]]
 
[[Freedom of Choice]]
 
[[Late Arriving Players]]
 
[[Social Dilemmas]]
 
[[Quick Travel]]
 
[[Companions]]
 
[[Actions Have Diegetically Social Consequences]]
 
  
 
---
 
---
 +
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
Line 77: Line 69:
  
 
=== Can Modulate ===
 
=== Can Modulate ===
 +
[[Actions Have Diegetically Social Consequences]],
 
[[Area Control]],  
 
[[Area Control]],  
 
[[Character Development]],  
 
[[Character Development]],  
 +
[[Fudged Results]],
 
[[Game Items]],  
 
[[Game Items]],  
 
[[Grinding]],  
 
[[Grinding]],  
Line 93: Line 87:
 
[[Arithmetic Progression]],  
 
[[Arithmetic Progression]],  
 
[[Character Development]],  
 
[[Character Development]],  
 +
[[Companions]],
 
[[Delayed Reciprocity]],  
 
[[Delayed Reciprocity]],  
 +
[[Extra Chances]],
 
[[Factions]],  
 
[[Factions]],  
 
[[Facilitating Rewards]],  
 
[[Facilitating Rewards]],  
Line 109: Line 105:
 
[[New Abilities]],  
 
[[New Abilities]],  
 
[[Player Killing]],  
 
[[Player Killing]],  
 +
[[Quick Travel]],
 
[[Repeat Combos]],  
 
[[Repeat Combos]],  
 
[[Shared Rewards]],  
 
[[Shared Rewards]],  

Revision as of 18:38, 8 August 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Space Alert

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Instantiates: Social Statuses, Surprises, Emotional Engrossment, Anticipation, Collecting, Competition

Modulates: Attention Swapping, Penalties, Red Queen Dilemmas, Player Defined Goals, Narration Structures, Gameplay Mastery, Alternative Reality, Risk/Reward, Bidding, Trading

Instantiated by: Resources, Investments, Betting, Shared Rewards, Ownership

Modulated by: Continuous Goals, Penalties, Committed Goals, Unknown Goals, Diminishing Returns, Identification, Player Defined Goals, Player-Decided Distributions, Outcome Indicators, Arithmetic Rewards for Investments

Potentially conflicting with: Consistent Reality Logic

Achievements Betrayal Randomness Tension Challenging Gameplay Units Combos Quick Returns Backtracking Levels Non-Player Characters Characters Stimulated Planning

---


Can Instantiate

Encouraged Return Visits, Ephemeral Events, Gain Competence, Player-Planned Development

with Geospatial Game Widgets

Reward Widgets

with Time Limits

Optional Goals, Repeat Combos

Can Modulate

Actions Have Diegetically Social Consequences, Area Control, Character Development, Fudged Results, Game Items, Grinding, Invites, Player Killing, Resource Caps, Resources, Reward Widgets, Scores, Secret Areas

Can Be Instantiated By

Access Rewards, Arithmetic Progression, Character Development, Companions, Delayed Reciprocity, Extra Chances, Factions, Facilitating Rewards, Free Gift Inventories, Handicap Achievements, Game Items, Geometric Progression, Glory Rewards, Goal Achievements, Grind Achievements, Improved Abilities, Individual Rewards, Loot, Minigames, New Abilities, Player Killing, Quick Travel, Repeat Combos, Shared Rewards, Social Rewards, Sustenance Rewards, Testing Achievements, Unlocking

Game Time Manipulation in Single-Player Games

Can Be Modulated By

Extra-Game Broadcasting, Extra-Game Consequences, Free Gift Inventories, Increasing Rewards, Mutual Goals, Reward Widgets

Cutscenes in Single-Player Games

Possible Closure Effects

-

Potentially Conflicting With

Thematic Consistency

History

An updated version of the pattern 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

-