Shared Rewards: Difference between revisions

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[[Tied Results]]
[[Tied Results]]
[[Mutual Goals]]
[[Mutual Goals]]
Instantiates: [[Rewards]], [[Uncommitted Alliances]]


Modulates: [[Races]],  
Modulates: [[Races]],  
Line 50: Line 48:


=== Can Instantiate ===
=== Can Instantiate ===
[[Rewards]],
[[Teams]],  
[[Teams]],  
[[Togetherness]]  
[[Togetherness]], 
[[Uncommitted Alliances]]


=== Can Modulate ===
=== Can Modulate ===

Revision as of 12:16, 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

Modulates: Races,

Potentially conflicting with: Excluding Goals,

Can Instantiate

Rewards, Teams, Togetherness, Uncommitted Alliances

Can Modulate

Alliances, Competition, Ownership, Social Interaction, Social Organizations,

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

-