Shared Rewards: Difference between revisions
| Line 42: | Line 42: | ||
[[Tied Results]] | [[Tied Results]] | ||
[[Mutual Goals]] | [[Mutual Goals]] | ||
Modulates: [[Races]], | Modulates: [[Races]], | ||
| Line 50: | Line 48: | ||
=== Can Instantiate === | === Can Instantiate === | ||
[[Rewards]], | |||
[[Teams]], | [[Teams]], | ||
[[Togetherness]] | [[Togetherness]], | ||
[[Uncommitted Alliances]] | |||
=== Can Modulate === | === Can Modulate === | ||
Revision as of 12:16, 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
Modulates: Races,
Potentially conflicting with: Excluding Goals,
Can Instantiate
Rewards, Teams, Togetherness, Uncommitted Alliances
Can Modulate
Alliances, Competition, Ownership, Social Interaction, Social Organizations,
Can Be Instantiated By
-
Can Be Modulated By
Negotiation, Player-Decided Distributions, Shared Resources,
Possible Closure Effects
-
Potentially Conflicting With
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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