Access Rewards

From gdp3
Revision as of 09:11, 12 August 2015 by Staffan Björk (Talk | contribs)

Jump to: navigation, search

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

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

  1. Hallford & Hallford, 2001, Swords and Circuitry: A designer’s guide to computer role playing games. Roseville, CA: Prime Publishing, p. 158.

Acknowledgements

-