Value of Effort

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Revision as of 12:04, 23 November 2015 by Staffan Björk (Talk | contribs) (Relations)

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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

Challenging Gameplay Further Player Improvement Potential Dynamic Difficulty Adjustment Exaggerated Perception of Influence Avatars Backtracking Levels Characters Fudged Results Multiplayer Games Late Arriving Players Handicap Achievements Grind Achievements Goal Achievements Visits Massively Multiplayer Online Games Non-Player Help Grinding

Can Instantiate

Tension

with ...

Can Modulate

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Can Be Instantiated By

Abstract Player Construct Development, Achievements, Character Development, Persistent Game World Changes, Pottering, Public Player Statistics, Unlocking

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

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Potentially Conflicting With

Balancing Effects, Drop-In/Drop-Out, Player Augmentations, Player/Character Skill Composites, Purchasable Game Advantages, Setback Penalties

History

New pattern created in this wiki.

References

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Acknowledgements

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