Illusionary Rewards: Difference between revisions
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[[Extra-Game Information]], | [[Extra-Game Information]], | ||
[[Tournaments]] | [[Tournaments]] | ||
conflicting with [[Rewards]] | |||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
[[Rewards]] | |||
== History == | == History == | ||
Revision as of 21:13, 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
Can Modulate
Can Be Instantiated By
Clues, Diegetically Outstanding Features, Experimenting, Extra-Game Information, Tournaments
conflicting with Rewards
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Instantiate
Balancing Effects, Exaggerated Perception of Influence, Extra-Game Consequences, Game-Based Social Statuses, Grinding, Perceivable Margins, Player-Defined Goals, Progress Indicators
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
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
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