Illusionary Rewards: Difference between revisions
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| Line 27: | Line 27: | ||
== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
[[Balancing Effects]], | [[Balancing Effects]], | ||
[[Exaggerated Perception of Influence]], | |||
[[Extra-Game Consequences]], | [[Extra-Game Consequences]], | ||
[[Game-Based Social Statuses]], | [[Game-Based Social Statuses]], | ||
| Line 46: | Line 46: | ||
[[Experimenting]], | [[Experimenting]], | ||
[[Extra-Game Information]], | [[Extra-Game Information]], | ||
[[Tournaments]] | [[Tournaments]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
Revision as of 21:08, 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
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
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
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Possible Closure Effects
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Potentially Conflicting With
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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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