Difference between revisions of "Access Rewards"

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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]]
''The one-sentence "definition" that should be in italics.''
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''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 ==
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[[Access Rewards]] are a category of [[Rewards]].
  
 
== Relations ==
 
== Relations ==
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Higher-Level Closures as Gameplay Progresses]],
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[[Rewards]]
  
==== with ... ====
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=== Can Modulate ===
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[[Inaccessible Areas]],
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[[Levels]]
  
=== Can Modulate ===
 
-
 
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Conditional Passageways]],
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[[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.

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

Inaccessible Areas, Levels


Can Be Instantiated By

Conditional Passageways, Unlocking

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki. However, it is based upon the concept of "Access Rewards" discussed by Hallford and Hallford[1].

References

  1. Hallford & Hallford, 2001, Swords and Circuitry: A designer’s guide to computer role playing games. Roseville, CA: Prime Publishing, p. 158.

Acknowledgements

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