Access Rewards: Difference between revisions
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== Relations == | == Relations == | ||
=== 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
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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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