Difference between revisions of "Unlocking"
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== Consequences == | == Consequences == | ||
− | + | Since [[Unlocking]] is the act of gaining access to something preordained, this can easily be felt as a [[Rewards|Reward]] than gives [[Value of Effort]] to the actions leading up to the [[Unlocking]]; an exception to this if the [[Unlocking]] is a result of an [[Purchasable Game Advantages]]. Knowing about the possibility of [[Unlocking]] something makes it possible to [[Anticipation]] about this and can motivate both [[Grinding]] and [[Player-Planned Development]]. | |
− | + | ||
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− | Since [[Unlocking]] is the act of gaining access to something preordained, this can easily be felt as a [[Rewards|Reward]] than gives [[Value of Effort]] to the actions leading up to the [[Unlocking]]. Knowing about the possibility of [[Unlocking]] something makes it possible to [[Anticipation]] about this and can motivate both [[Grinding]] and [[Player-Planned Development]]. | + | |
[[Sidegrades]] is a specific type of game content acquired by [[Unlocking]] that instead of directly improving players abilities give them a greater [[Freedom of Choice]]. | [[Sidegrades]] is a specific type of game content acquired by [[Unlocking]] that instead of directly improving players abilities give them a greater [[Freedom of Choice]]. | ||
=== Can Modulate === | === Can Modulate === | ||
− | [[ | + | [[Unlocking]] are often applied to control how [[Powers]], [[Privileged Abilities]], [[Vehicles]], and [[Weapons]] are introduced into gameplay. They can also be used to open up [[Levels]] to players. |
− | [[Powers]], | + | |
− | [[Privileged Abilities]], | + | |
− | [[Vehicles]], | + | |
− | [[Weapons]] | + | |
− | + | ||
== Relations == | == Relations == |
Revision as of 19:14, 18 October 2011
The act of getting access to additional abilities or game-related content.
See the Gamasutra article Aesthetics of Social Games[1] for more details.
Contents
Examples
Using the pattern
Development Trees, linked for example to Powers, Skills, or Technologies,
Can Be Instantiated By
Abstract Player Construct Development, Achievements, Character Development, Character Levels, Development Trees, Neighbors, Purchasable Game Advantages
Consequences
Since Unlocking is the act of gaining access to something preordained, this can easily be felt as a Reward than gives Value of Effort to the actions leading up to the Unlocking; an exception to this if the Unlocking is a result of an Purchasable Game Advantages. Knowing about the possibility of Unlocking something makes it possible to Anticipation about this and can motivate both Grinding and Player-Planned Development.
Sidegrades is a specific type of game content acquired by Unlocking that instead of directly improving players abilities give them a greater Freedom of Choice.
Can Modulate
Unlocking are often applied to control how Powers, Privileged Abilities, Vehicles, and Weapons are introduced into gameplay. They can also be used to open up Levels to players.
Relations
Can Instantiate
Anticipation, Grinding, Player-Planned Development, Rewards, Sidegrades, Value of Effort
Can Modulate
Levels, Powers, Privileged Abilities, Vehicles, Weapons
Can Be Instantiated By
Abstract Player Construct Development, Achievements, Character Development, Character Levels, Development Trees, Neighbors, Purchasable Game Advantages
Can Be Modulated By
-
Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki. However the concept was first described in the Gamasutra article Aesthetics of Social Games[1] by Aki Järvinen.
References
- ↑ 1.0 1.1 Järvinen, A. (2010). Aesthetics of Social Games.Posted 07/05/10 on Gamasutra.
Acknowledgements
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