Access Rewards: Difference between revisions

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== Relations ==
== Relations ==
[[Predetermined Story Structures]]
=== Can Instantiate ===
=== Can Instantiate ===
[[Higher-Level Closures as Gameplay Progresses]],  
[[Higher-Level Closures as Gameplay Progresses]],  
[[Predetermined Story Structures]],
[[Rewards]]
[[Rewards]]



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

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

-

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<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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