Illusionary Rewards: Difference between revisions

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== Relations ==
== Relations ==
Instantiates: [[Social Statuses]], [[Predictable Consequences]], [[Perceivable Margins]], [[Player-Defined Goals]], [[Progress Indicators], [[Narration Structures]], [[Determinable Chance to Succeed]]
Instantiates: [[Social Statuses]], [[Predictable Consequences]], [[Perceivable Margins]], [[Player-Defined Goals]], [[Progress Indicators]], [[Narration Structures]], [[Determinable Chance to Succeed]]


Modulates: [[Extended Actions]], [[Rhythm-Based Actions]], [[Combos]], [[Gameplay Mastery]]
Modulates: [[Extended Actions]], [[Rhythm-Based Actions]], [[Combos]], [[Gameplay Mastery]]

Revision as of 09:49, 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: Social Statuses, Predictable Consequences, Perceivable Margins, Player-Defined Goals, Progress Indicators, Narration Structures, Determinable Chance to Succeed

Modulates: Extended Actions, Rhythm-Based Actions, Combos, Gameplay Mastery

Instantiated by: Tournaments, Helpers, Traces, Diegetically Outstanding Features, Extra-Game Information

Experimenting Diegetically Outstanding Features Extra-Game Consequences Grinding Balancing Effects Clues Game World Exploration

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 Illusionary 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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