Shared Rewards: Difference between revisions
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[[Mutual Goals]] | [[Mutual Goals]] | ||
Instantiates: | Instantiates: Rewards, Mutual Goals, Uncommitted Alliances | ||
Modulates: | Modulates: Competition, Alliances, Team Play, Social Interaction, Individual Rewards, Race, Social Organizations, Ownership | ||
Modulated by: Negotiation, Player-Decided Distributions | |||
Potentially conflicting with: Conflict, Excluding Goals, Individual Rewards, | |||
Potentially conflicting with: Conflict, Excluding Goals, Individual Rewards, | |||
=== Can Instantiate === | === Can Instantiate === | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
[[Shared Resources]], | |||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
Revision as of 20:29, 6 August 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
Left 4 Dead series Cooperation Social Dilemmas Factions Altruistic Actions Delayed Reciprocity Collaborative Actions Balancing Effects Social Roles Excluding Goals Tiebreakers Tied Results Mutual Goals
Instantiates: Rewards, Mutual Goals, Uncommitted Alliances
Modulates: Competition, Alliances, Team Play, Social Interaction, Individual Rewards, Race, Social Organizations, Ownership
Modulated by: Negotiation, Player-Decided Distributions
Potentially conflicting with: Conflict, Excluding Goals, Individual Rewards,
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
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Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Shared Rewards that was part of the original collection in the book Patterns in Game Design<ref name="Bjork & Holopainen 2004"/>.
References
<references> <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> </references>
Acknowledgements
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