Difference between revisions of "Access Rewards"
From gdp3
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+ | [[Category:Gameplay Arc Patterns]] | ||
[[Category:Patterns]] | [[Category:Patterns]] | ||
[[Category:Needs work]] | [[Category:Needs work]] | ||
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[[Category:To be Published]] | [[Category:To be Published]] | ||
[[Category:Staffan's current workpage]] | [[Category:Staffan's current workpage]] | ||
− | '' | + | ''Rewards that provide players with access to gameplay that previously did not have access to.'' |
This pattern is a still a stub. | This pattern is a still a stub. | ||
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== Consequences == | == Consequences == | ||
+ | [[Access Rewards]] are a category of [[Rewards]]. | ||
== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
− | - | + | [[Higher-Level Closures as Gameplay Progresses]], |
+ | [[Rewards]] | ||
− | === | + | === Can Modulate === |
+ | [[Inaccessible Areas]], | ||
+ | [[Levels]] | ||
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− | |||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | + | [[Conditional Passageways]], | |
+ | [[Unlocking]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 08:18, 12 August 2015
Rewards that provide players with access to gameplay that previously did not have access to.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Access Rewards are a category of Rewards.
Relations
Can Instantiate
Higher-Level Closures as Gameplay Progresses, Rewards
Can Modulate
Can Be Instantiated By
Conditional Passageways, Unlocking
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 "Access Rewards" discussed by Hallford and Hallford[1].
References
- ↑ Hallford & Hallford, 2001, Swords and Circuitry: A designer’s guide to computer role playing games. Roseville, CA: Prime Publishing, p. 158.
Acknowledgements
-