Access Rewards

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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.

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

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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

  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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