Individual Rewards: Difference between revisions
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== Relations == | == Relations == | ||
Instantiates: Rewards, Delayed Reciprocity | |||
Modulates: Social Statuses, Conflict, Competition, | |||
[[Betrayal]] | |||
[[Cooperation]] | |||
[[Social Dilemmas]] | |||
[[Internal Rivalry]] | |||
[[Single-Player Games]] | |||
[[Altruistic Actions]] | |||
[[Collaborative Actions]] | |||
[[Races]] | |||
[[Teams]] | |||
[[Mutual Goals]] | |||
[[Shared Rewards]] | |||
=== Can Instantiate === | === Can Instantiate === | ||
Revision as of 07:37, 8 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
Instantiates: Rewards, Delayed Reciprocity
Modulates: Social Statuses, Conflict, Competition,
Betrayal Cooperation Social Dilemmas Internal Rivalry Single-Player Games Altruistic Actions Collaborative Actions Races Teams Mutual Goals Shared 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
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Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Individual 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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