Shared Rewards

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

This pattern is a still a stub.




Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects



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

Instantiates: Cooperation, Balancing Effects, Rewards, Mutual Goals, Delayed Reciprocity, Uncommitted Alliances

Modulates: Collaborative Actions, Competition, Alliances, Team Play, Social Interaction, Individual Rewards, Race, Social Organizations, Ownership

Instantiated by: Tied Results, Mutual Goals

Modulated by: Shared Resources, Negotiation, Player-Decided Distribution of Rewards & Penalties

Potentially conflicting with: Conflict, Excluding Goals, Individual Rewards, Tiebreakers

Can Instantiate


with ...

Can Modulate


Can Be Instantiated By


Can Be Modulated By


Possible Closure Effects


Potentially Conflicting With



An updated version of the pattern Shared Rewards that was part of the original collection in the book Patterns in Game Design[1].


  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.