Illusionary Rewards: Difference between revisions

From gdp3
Jump to navigationJump to search
Line 27: Line 27:


== Relations ==
== Relations ==
Instantiates: [[Predictable Consequences]], [[Narration Structures]], [[Determinable Chance to Succeed]]


=== Can Instantiate ===
=== Can Instantiate ===
[[Balancing Effects]],  
[[Balancing Effects]],  
[[Exaggerated Perception of Influence]],
[[Extra-Game Consequences]],  
[[Extra-Game Consequences]],  
[[Game-Based Social Statuses]],  
[[Game-Based Social Statuses]],  
Line 46: Line 46:
[[Experimenting]],  
[[Experimenting]],  
[[Extra-Game Information]],  
[[Extra-Game Information]],  
[[Tournaments]],
[[Tournaments]]  


=== Can Be Modulated By ===
=== Can Be Modulated By ===

Revision as of 21:08, 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

Can Instantiate

Balancing Effects, Exaggerated Perception of Influence, Extra-Game Consequences, Game-Based Social Statuses, Grinding, Perceivable Margins, Player-Defined Goals, Progress Indicators

Can Modulate

Gameplay Mastery

Can Be Instantiated By

Clues, Diegetically Outstanding Features, Experimenting, Extra-Game Information, Tournaments

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

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

-