Unlocking
The act of getting access to additional abilities or game-related content.
See the Gamasutra article Aesthetics of Social Games[1] for more details.
Contents
Examples
Using the pattern
Development Trees, linked for example to Powers, Skills, or Technologies,
Can Be Instantiated By
Abstract Player Construct Development, Achievements, Character Development, Character Levels, Development Trees, Neighbors, Purchasable Game Advantages
Consequences
Value of Effort (except as Purchasable Game Advantages)
Can Instantiate
Since Unlocking is the act of gaining access to something preordained, this can easily be felt as a Reward than gives Value of Effort to the actions leading up to the Unlocking. Knowing about the possibility of Unlocking something makes it possible to Anticipation about this and can motivate both Grinding and Player-Planned Development.
Sidegrades is a specific type of game content acquired by Unlocking that instead of directly improving players abilities give them a greater Freedom of Choice.
Can Modulate
Levels, Powers, Privileged Abilities, Vehicles, Weapons
Relations
Can Instantiate
Anticipation, Grinding, Player-Planned Development, Rewards, Sidegrades, Value of Effort
Can Modulate
Levels, Powers, Privileged Abilities, Vehicles, Weapons
Can Be Instantiated By
Abstract Player Construct Development, Achievements, Character Development, Character Levels, Development Trees, Neighbors, Purchasable Game Advantages
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 the concept was first described in the Gamasutra article Aesthetics of Social Games[1] by Aki Järvinen.
References
- ↑ 1.0 1.1 Järvinen, A. (2010). Aesthetics of Social Games.Posted 07/05/10 on Gamasutra.
Acknowledgements
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