Difference between revisions of "Shared Rewards"

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(Relations)
(Relations)
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Instantiates: Rewards, Mutual Goals, Uncommitted Alliances
 
Instantiates: Rewards, Mutual Goals, Uncommitted Alliances
  
Modulates: Competition, Alliances, Team Play, Social Interaction, Individual Rewards, Race, Social Organizations, Ownership
+
Modulates: Competition, Alliances, Social Interaction, Individual Rewards, Race, Social Organizations, Ownership
  
 
Modulated by: Negotiation, Player-Decided Distributions
 
Modulated by: Negotiation, Player-Decided Distributions
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Teams]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 12:10, 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

Instantiates: Rewards, Mutual Goals, Uncommitted Alliances

Modulates: Competition, Alliances, Social Interaction, Individual Rewards, Race, Social Organizations, Ownership

Modulated by: Negotiation, Player-Decided Distributions

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

Can Instantiate

Togetherness

with ...

Can Modulate

-

Can Be Instantiated By

Teams

Can Be Modulated By

Shared Resources,

Possible Closure Effects

-

Potentially Conflicting With

-

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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