Shared Rewards: Difference between revisions
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[[Mutual Goals]] | [[Mutual Goals]] | ||
Instantiates: Rewards, | Instantiates: [[Rewards]], [[Uncommitted Alliances]] | ||
Modulates: Competition, Alliances, Social Interaction, | Modulates: [[Competition]], [[Alliances]], [[Social Interaction]], [[Races]], [[Social Organizations]], [[Ownership]] | ||
Modulated by: Negotiation, Player-Decided Distributions | 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 === | ||
Revision as of 12:15, 7 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, Uncommitted Alliances
Modulates: Competition, Alliances, Social Interaction, Races, Social Organizations, Ownership
Modulated by: Negotiation, Player-Decided Distributions
Potentially conflicting with: Conflict, Excluding Goals, Individual Rewards,
Can Instantiate
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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