Difference between revisions of "Access Rewards"
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=== Can Instantiate === | === Can Instantiate === | ||
[[Higher-Level Closures as Gameplay Progresses]], | [[Higher-Level Closures as Gameplay Progresses]], | ||
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[[Rewards]] | [[Rewards]] | ||
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
Can Instantiate
Higher-Level Closures as Gameplay Progresses, Predetermined Story Structures, 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
-