Difference between revisions of "Social Dilemmas"

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[[Category:Patterns]]
 
[[Category:Patterns]]
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[[Category:Needs work]]
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[[Category:Needs revision]]
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[[Category:Needs examples]]
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[[Category:Needs references]]
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[[Category:Patterns created on the Wiki]]
 
[[Category:Stub]]
 
[[Category:Stub]]
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''Choice players need to make that either set their own individual gains against each others or against the gains of a social group they belong to.''
  
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This pattern is a still a stub.
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=== Examples ===
 
[[Republic of Rome]]
 
[[Republic of Rome]]
 
[[Intrigue]]  
 
[[Intrigue]]  
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[[Internal Conflicts]]
 
[[Internal Conflicts]]
 
[[Loyalty]]
 
[[Loyalty]]
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== Using the pattern ==
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=== Diegetic Aspects ===
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=== Interface Aspects ===
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=== Narrative Aspects ===
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== Consequences ==
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== Relations ==
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=== Can Instantiate ===
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==== with ... ====
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=== Can Modulate ===
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=== Can Be Instantiated By ===
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=== Can Be Modulated By ===
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=== Possible Closure Effects ===
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=== Potentially Conflicting With ===
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== History ==
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An updated version of the pattern ''Social Dilemmas'' that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>.
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== References ==
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<references>
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<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) ''Patterns in Game Design''. Charles River Media. ISBN1-58450-354-8.</ref>
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</references>

Revision as of 15:06, 2 January 2011

Choice players need to make that either set their own individual gains against each others or against the gains of a social group they belong to.

This pattern is a still a stub.

Examples

Republic of Rome Intrigue So Long Sucker

Character Defining Actions Internal Conflicts Loyalty


Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

An updated version of the pattern Social Dilemmas 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.