Value of Effort

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The gameplay experience of that one's efforts during gameplay have value.

Practically all games make players perform action during (or before) game instances. However, not all require or allow for actions where players can put meaningful effort into these actions, and not all games

Examples

Anti-Examples

optional

Using the pattern

Besides being a Subjective Pattern, Value of Effort is fickle since players may feel that a game rewards their efforts at one moment but the next feel they don't due to some event or action by another player sabotaging those efforts.

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Randomness Luck Predetermined Winner Irreversible Events

Can Instantiate

Tension

Can Modulate

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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

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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

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Acknowledgements

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