Social Rewards: Difference between revisions
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== Using the pattern == | == Using the pattern == | ||
=== Can Be Instantiated By === | |||
[[Achievements]], | |||
[[Enactment]], | |||
[[Game-based Social Statuses]], | |||
[[Gameplay Mastery]], | |||
[[Global High Score Lists]], | |||
[[High Score Lists]], | |||
[[Memorabilia]], | |||
[[Social Skills]], | |||
[[Team Accomplishment]], | |||
[[Team Strategy Identification]], | |||
[[Togetherness]] | |||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Consequences == | == Consequences == | ||
[[Bragging]], | |||
[[Extra-Game Consequences]], | |||
[[Grinding]] | |||
== Relations == | == Relations == | ||
Revision as of 13:39, 19 November 2014
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Examples
Using the pattern
Can Be Instantiated By
Achievements, Enactment, Game-based Social Statuses, Gameplay Mastery, Global High Score Lists, High Score Lists, Memorabilia, Social Skills, Team Accomplishment, Team Strategy Identification, Togetherness
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Bragging, Extra-Game Consequences, Grinding
Relations
Can Instantiate
Bragging, Extra-Game Consequences, Grinding
Can Modulate
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Can Be Instantiated By
Achievements, Enactment, Game-based Social Statuses, Gameplay Mastery, Global High Score Lists, High Score Lists, Memorabilia, Social Skills, Team Accomplishment, Team Strategy Identification, Togetherness
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
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