Access Rewards: Difference between revisions
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== Using the pattern == | == Using the pattern == | ||
=== Can Modulate === | |||
[[Impassible Terrain]], | |||
[[Inaccessible Areas]], | |||
[[Levels]] | |||
=== Can Be Instantiated By === | |||
[[Conditional Passageways]], | |||
[[Unlocking]] | |||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Consequences == | == Consequences == | ||
[[Access Rewards]] are a category of [[Rewards]]. | [[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 == | == Relations == | ||
Revision as of 09:11, 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
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
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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<ref name="hallford"/>.
References
<references> <ref name="hallford">Hallford & Hallford, 2001, Swords and Circuitry: A designer’s guide to computer role playing games. Roseville, CA: Prime Publishing, p. 158.</ref> </references>
Acknowledgements
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