Illusionary Rewards: Difference between revisions

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[[Category:To be Published]]
[[Category:To be Published]]
[[Category:Staffan's current workpage]]
[[Category:Staffan's current workpage]]
''The one-sentence "definition" that should be in italics.''
''Rewards that do not quantifiably help in completing goals or positively affect game states for players.''
 
The one-sentence "definition" that should be in italics.''


This pattern is a still a stub.
This pattern is a still a stub.
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=== Examples ===
=== Examples ===


==== Anti-Examples ====
== Using the pattern ==
optional
Reason for providing [[Illusionary Rewards]] can be to help motivate [[Grinding]] and to give players an [[Exaggerated Perception of Influence]].


== Using the pattern ==
=== Can Modulate ===
=== Can Modulate ===
[[Gameplay Mastery]]
[[Gameplay Mastery]]
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=== Interface Aspects ===
=== Interface Aspects ===
While [[Illusionary Rewards]] do not provide [[Rewards]] that affect the game state, they can reveal information about it when they are given to players. In this way they can function as [[Progress Indicators]] and help players have [[Perceivable Margins]].


=== Narration Aspects ===
=== Narration Aspects ===


== Consequences ==
== Consequences ==
[[Illusionary Rewards]]
However, [[Illusionary Rewards]] are defined by not providing [[Rewards]] as defined by the game state. They can give other types of [[Rewards]] by providing [[Extra-Game Consequences]], for example [[Game-Based Social Statuses]].
=== Can Instantiate ===
=== Can Instantiate ===
[[Balancing Effects]],  
[[Balancing Effects]],  
[[Exaggerated Perception of Influence]],
[[Extra-Game Consequences]],
[[Game-Based Social Statuses]],
[[Grinding]],
[[Perceivable Margins]],
[[Player-Defined Goals]],  
[[Player-Defined Goals]],  
[[Progress Indicators]]


== Relations ==
== Relations ==
=== Can Instantiate ===
=== Can Instantiate ===
[[Balancing Effects]],  
[[Balancing Effects]],  

Revision as of 07:00, 9 August 2015

Rewards that do not quantifiably help in completing goals or positively affect game states for players.

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Using the pattern

Reason for providing Illusionary Rewards can be to help motivate Grinding and to give players an Exaggerated Perception of Influence.

Can Modulate

Gameplay Mastery

Can Be Instantiated By

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

conflicting with Rewards

Diegetic Aspects

Interface Aspects

While Illusionary Rewards do not provide Rewards that affect the game state, they can reveal information about it when they are given to players. In this way they can function as Progress Indicators and help players have Perceivable Margins.

Narration Aspects

Consequences

Illusionary Rewards


However, Illusionary Rewards are defined by not providing Rewards as defined by the game state. They can give other types of Rewards by providing Extra-Game Consequences, for example Game-Based Social Statuses.

Can Instantiate

Balancing Effects, Player-Defined Goals,

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

Rewards

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

-