Difference between revisions of "Access Rewards"

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(Using the pattern)
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== Using the pattern ==
 
== 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]] and typically relate to [[Predetermined Narration Structures]] or what [[Freedom of Choice]]  
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[[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]] and typically relate to [[Predetermined Story Structures]] or what [[Freedom of Choice]] players should be given regarding [[Character Development|Character]] or [[Abstract Player Construct Development]].
  
 
=== Narration Aspects ===
 
=== Narration Aspects ===

Revision as of 09:25, 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.

Examples

Anti-Examples

optional

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 and typically relate to Predetermined Story Structures or what Freedom of Choice players should be given regarding Character or Abstract Player Construct Development.

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

  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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