Difference between revisions of "Shared Rewards"

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(Relations)
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== Relations ==
 
== Relations ==
Modulates: [[Races]],
 
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Balancing Effects]],  
 
[[Balancing Effects]],  

Revision as of 12:23, 7 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

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

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

-