Difference between revisions of "Shared Rewards"

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(Relations)
(Relations)
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[[Tied Results]]
 
[[Tied Results]]
 
[[Mutual Goals]]
 
[[Mutual Goals]]
 
Instantiates: [[Rewards]], [[Uncommitted Alliances]]
 
  
 
Modulates: [[Races]],  
 
Modulates: [[Races]],  
Line 50: Line 48:
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 +
[[Rewards]],
 
[[Teams]],  
 
[[Teams]],  
[[Togetherness]]  
+
[[Togetherness]], 
 +
[[Uncommitted Alliances]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===

Revision as of 12:16, 7 August 2015

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

Left 4 Dead series Cooperation Social Dilemmas Factions Altruistic Actions Delayed Reciprocity Collaborative Actions Balancing Effects Social Roles Excluding Goals Tiebreakers Tied Results Mutual Goals

Modulates: Races,

Potentially conflicting with: Excluding Goals,

Can Instantiate

Rewards, Teams, Togetherness, Uncommitted Alliances

Can Modulate

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

Can Be Instantiated By

-

Can Be Modulated By

Negotiation, Player-Decided Distributions, Shared Resources,

Possible Closure Effects

-

Potentially Conflicting With

Conflict, Individual Rewards,

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

-