Difference between revisions of "Value of Effort"

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(Relations)
(Relations)
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== Relations ==
 
== Relations ==
 
[[Challenging Gameplay]]
 
[[Further Player Improvement Potential]]
 
[[Dynamic Difficulty Adjustment]]
 
[[Exaggerated Perception of Influence]]
 
[[Avatars]]
 
[[Backtracking Levels]]
 
[[Characters]]
 
[[Fudged Results]]
 
 
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Tension]]
 
[[Tension]]
 
==== with ... ====
 
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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[[Achievements]],  
 
[[Achievements]],  
 
[[Character Development]],  
 
[[Character Development]],  
 +
[[Exaggerated Perception of Influence]],
 +
[[Further Player Improvement Potential]],
 
[[Goal Achievements]],  
 
[[Goal Achievements]],  
 
[[Grind Achievements]],  
 
[[Grind Achievements]],  
Line 60: Line 49:
 
[[Public Player Statistics]],  
 
[[Public Player Statistics]],  
 
[[Unlocking]]
 
[[Unlocking]]
 +
 +
[[Characters]] together with [[Player-Planned Development]]
  
 
[[Construction]] together with [[Extra-Game Broadcasting]], [[Irreversible Events]], or [[Persistent Game Worlds]]
 
[[Construction]] together with [[Extra-Game Broadcasting]], [[Irreversible Events]], or [[Persistent Game Worlds]]
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 +
[[Backtracking Levels]],
 
[[Balancing Effects]],  
 
[[Balancing Effects]],  
 
[[Drop-In/Drop-Out]],  
 
[[Drop-In/Drop-Out]],  
 +
[[Dynamic Difficulty Adjustment]],
 +
[[Fudged Results]],
 
[[Grinding]],  
 
[[Grinding]],  
 
[[Late Arriving Players]],  
 
[[Late Arriving Players]],  

Revision as of 12:11, 23 November 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

Can Instantiate

Tension

Can Modulate

-

Can Be Instantiated By

Abstract Player Construct Development, Achievements, Character Development, Exaggerated Perception of Influence, Further Player Improvement Potential, Goal Achievements, Grind Achievements, Handicap Achievements, Massively Multiplayer Online Games, Persistent Game World Changes, Pottering, Public Player Statistics, Unlocking

Characters together with Player-Planned Development

Construction together with Extra-Game Broadcasting, Irreversible Events, or Persistent Game Worlds

Geometric Progression together with Extended Actions or Positive Feedback Loops

Persistent Game Worlds together with Character Development or Player-Planned Development

Speedruns together with Extra-Game Broadcasting

Can Be Modulated By

Arithmetic Progression, Player Elimination

Possible Closure Effects

-

Potentially Conflicting With

Backtracking Levels, Balancing Effects, Drop-In/Drop-Out, Dynamic Difficulty Adjustment, Fudged Results, Grinding, Late Arriving Players, Multiplayer Games, Non-Player Help, Player Augmentations, Player/Character Skill Composites, Purchasable Game Advantages, Setback Penalties

History

New pattern created in this wiki.

References

-

Acknowledgements

-