Difference between revisions of "Access Rewards"
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== Using the pattern == | == Using the pattern == | ||
+ | === Can Modulate === | ||
+ | [[Impassible Terrain]], | ||
+ | [[Inaccessible Areas]], | ||
+ | [[Levels]] | ||
+ | |||
+ | === Can Be Instantiated By === | ||
+ | [[Conditional Passageways]], | ||
+ | [[Unlocking]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Consequences == | == Consequences == | ||
− | [[Access Rewards]] are a category of [[Rewards]]. | + | [[Access Rewards]] are a category of [[Rewards]]. They can ensure that [[Higher-Level Closures as Gameplay Progresses]] are provided by enforcing which order challenges and their associated closures are experienced and they can likewise ensure that [[Predetermined Story Structures]] are narrated in a predetermined order. |
== Relations == | == Relations == |
Revision as of 09:11, 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
Can Modulate
Impassible Terrain, Inaccessible Areas, Levels
Can Be Instantiated By
Conditional Passageways, Unlocking
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Access Rewards are a category of Rewards. They can ensure that Higher-Level Closures as Gameplay Progresses are provided by enforcing which order challenges and their associated closures are experienced and they can likewise ensure that Predetermined Story Structures are narrated in a predetermined order.
Relations
Predetermined Story Structures
Can Instantiate
Higher-Level Closures as Gameplay Progresses, Rewards
Can Modulate
Impassible Terrain, 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
- ↑ Hallford & Hallford, 2001, Swords and Circuitry: A designer’s guide to computer role playing games. Roseville, CA: Prime Publishing, p. 158.
Acknowledgements
-