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]]
''The one-sentence "definition" that should be in italics.''
''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]]


==== with ... ====
=== Can Modulate ===
[[Inaccessible Areas]],
[[Levels]]


=== Can Modulate ===
-


=== 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

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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