Illusionary Rewards: Difference between revisions
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== Relations == | == Relations == | ||
Instantiates: [[Predictable Consequences | Instantiates: [[Predictable Consequences]], [[Narration Structures]], [[Determinable Chance to Succeed]] | ||
Modulates: [[Extended Actions]], [[Rhythm-Based Actions]], [[Combos]], | Modulates: [[Extended Actions]], [[Rhythm-Based Actions]], [[Combos]], | ||
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[[Extra-Game Consequences]], | [[Extra-Game Consequences]], | ||
[[Game-Based Social Statuses]], | [[Game-Based Social Statuses]], | ||
[[Grinding]] | [[Grinding]], | ||
[[Perceivable Margins]], | |||
[[Player-Defined Goals]], | |||
[[Progress Indicators]] | |||
=== Can Modulate === | === Can Modulate === | ||
Revision as of 12:25, 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: Predictable Consequences, Narration Structures, Determinable Chance to Succeed
Modulates: Extended Actions, Rhythm-Based Actions, Combos,
Instantiated by: Helpers, Traces,
Can Instantiate
Balancing Effects, Extra-Game Consequences, Game-Based Social Statuses, Grinding, Perceivable Margins, Player-Defined Goals, Progress Indicators
Can Modulate
Can Be Instantiated By
Clues, Diegetically Outstanding Features, Experimenting, Extra-Game Information, Tournaments,
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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