Shared Rewards: Difference between revisions

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Modulates: [[Competition]], [[Alliances]], [[Social Interaction]], [[Races]], [[Social Organizations]], [[Ownership]]
Modulates: [[Competition]], [[Alliances]], [[Social Interaction]], [[Races]], [[Social Organizations]], [[Ownership]]


Modulated by: [[Negotiation]], [[Player-Decided Distributions]]


Potentially conflicting with: [[Excluding Goals]],  
Potentially conflicting with: [[Excluding Goals]],  
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=== Can Be Modulated By ===
=== Can Be Modulated By ===
[[Negotiation]],
[[Player-Decided Distributions]],
[[Shared Resources]],  
[[Shared Resources]],  



Revision as of 12:15, 7 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

Left 4 Dead series Cooperation Social Dilemmas Factions Altruistic Actions Delayed Reciprocity Collaborative Actions Balancing Effects Social Roles Excluding Goals Tiebreakers Tied Results Mutual Goals

Instantiates: Rewards, Uncommitted Alliances

Modulates: Competition, Alliances, Social Interaction, Races, Social Organizations, Ownership


Potentially conflicting with: Excluding Goals,

Can Instantiate

Teams, Togetherness

Can Modulate

-

Can Be Instantiated By

-

Can Be Modulated By

Negotiation, Player-Decided Distributions, Shared Resources,

Possible Closure Effects

-

Potentially Conflicting With

Conflict, Individual Rewards,

History

An updated version of the pattern Shared 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

-