Access Rewards: Difference between revisions
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[[Category:Gameplay Arc Patterns]] | |||
[[Category:Patterns]] | [[Category:Patterns]] | ||
[[Category:Needs work]] | [[Category:Needs work]] | ||
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[[Category:To be Published]] | [[Category:To be Published]] | ||
[[Category:Staffan's current workpage]] | [[Category:Staffan's current workpage]] | ||
'' | ''Rewards that provide players with access to gameplay that previously did not have access to.'' | ||
This pattern is a still a stub. | This pattern is a still a stub. | ||
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== Consequences == | == Consequences == | ||
[[Access Rewards]] are a category of [[Rewards]]. | |||
== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
- | [[Higher-Level Closures as Gameplay Progresses]], | ||
[[Rewards]] | |||
=== | === Can Modulate === | ||
[[Inaccessible Areas]], | |||
[[Levels]] | |||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Conditional Passageways]], | |||
[[Unlocking]] | |||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
Revision as of 08:18, 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
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
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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