Sustenance Rewards: Difference between revisions
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Created page with "Category:Patterns Category:Needs work Category:Needs revision Category:Needs examples Category:Needs references Category:Patterns created on the Wiki [..." |
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== Relations == | == Relations == | ||
[[Rewards]] | |||
[[Money]] | |||
[[Resources]] | |||
[[Vehicles]] | |||
[[Ammunition]] | |||
[[Consumers]] | |||
=== Can Instantiate === | === Can Instantiate === | ||
Revision as of 09:45, 12 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
Rewards Money Resources Vehicles Ammunition Consumers
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
New pattern created in this wiki. However, it is based upon the concept of "Sustenance Rewards" discussed by Hallford and Hallford<ref name="hallford"/>.
References
<references> <ref name="hallford">Hallford & Hallford, 2001, Swords and Circuitry: A designer’s guide to computer role playing games. Roseville, CA: Prime Publishing, p. 158.</ref> </references>
Acknowledgements
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