The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
- 1 Examples
- 2 Using the pattern
- 3 Consequences
- 4 Relations
- 5 History
- 6 References
- 7 Acknowledgements
Using the pattern
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 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.
- Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.