Difference between revisions of "Shared Rewards"

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(Consequences)
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== Consequences ==
 
== Consequences ==
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Having [[Shared Rewards]] can form [[Mutual Goals]] between players, and is likely to cause [[Cooperation]] between them. It can also be the basis for [[Uncommitted Alliances]] or [[Teams]].
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As [[Rewards]] given to several different players, [[Shared Rewards]] can serve to create a sense of [[Togetherness]] between them.
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=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Balancing Effects]],  
 
[[Balancing Effects]],  
[[Rewards]],
 
[[Mutual Goals]],
 
 
[[Social Dilemmas]],  
 
[[Social Dilemmas]],  
 
[[Social Roles]],  
 
[[Social Roles]],  
[[Teams]],
 
[[Togetherness]], 
 
[[Uncommitted Alliances]]
 
 
=== with [[Mutual Goals]] ====
 
[[Cooperation]]
 
  
 
==== with [[Tied Results]] and [[Uncommitted Alliances]] ====
 
==== with [[Tied Results]] and [[Uncommitted Alliances]] ====

Revision as of 08:17, 8 August 2015

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

This pattern is a still a stub.

Examples

Left 4 Dead series

Using the pattern

Can Modulate

Alliances, Competition, Ownership, Social Interaction, Social Organizations,

Can Be Instantiated By

Collaborative Actions, Factions, Mutual Goals, Tied Results

Can Be Modulated By

Negotiation, Player-Decided Distributions, Shared Resources,

Possible Closure Effects

-

Potentially Conflicting With

Altruistic Actions, Conflict, Delayed Reciprocity, Excluding Goals, Individual Rewards, Tiebreakers

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Having Shared Rewards can form Mutual Goals between players, and is likely to cause Cooperation between them. It can also be the basis for Uncommitted Alliances or Teams.

As Rewards given to several different players, Shared Rewards can serve to create a sense of Togetherness between them.

Can Instantiate

Balancing Effects, Social Dilemmas, Social Roles,

with Tied Results and Uncommitted Alliances

Player-Decided Distributions

Relations

Can Instantiate

Balancing Effects, Rewards, Mutual Goals, Social Dilemmas, Social Roles, Teams, Togetherness, Uncommitted Alliances

with Mutual Goals

Cooperation

with Tied Results and Uncommitted Alliances

Player-Decided Distributions

Can Modulate

Alliances, Competition, Ownership, Social Interaction, Social Organizations,

Can Be Instantiated By

Collaborative Actions, Factions, Mutual Goals, Tied Results

Can Be Modulated By

Negotiation, Player-Decided Distributions, Shared Resources,

Possible Closure Effects

-

Potentially Conflicting With

Altruistic Actions, Conflict, Delayed Reciprocity, Excluding Goals, Individual Rewards, Tiebreakers

History

An updated version of the pattern Shared 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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