Access Rewards
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
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While some new abilities are unlocked in the Super Mario series, the games also show that Unlocking levels that players can choose between is another way of providing more game content for players as they play. The Hexen series introduce this idea of Unlocking levels to First-Person Shooters.
Using the pattern
Access Rewards exist in mainly two forms, the ones that open access to new parts of Game Worlds and the ones that open access to gameplay abilities and narration. The first typically makes use of Conditional Passageways and affect how Impassible Terrain, Inaccessible Areas, and Levels function in a game. The second relies on the use of Unlocking
Narration Aspects
As mentioned above, Access Rewards in the form of Unlocking can be related to narration.
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
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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
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