Difference between revisions of "Higher-Level Closures as Gameplay Progresses"
From gdp3
(→Relations) |
(→Relations) |
||
Line 24: | Line 24: | ||
== Relations == | == Relations == | ||
+ | === Can Instantiate === | ||
[[Tension]] | [[Tension]] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
=== Can Modulate === | === Can Modulate === | ||
+ | [[Encouraged Return Visits]], | ||
+ | [[Predetermined Story Structures]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
Line 50: | Line 45: | ||
[[Shrinking Game Worlds]], | [[Shrinking Game Worlds]], | ||
[[Stack Seeding]], | [[Stack Seeding]], | ||
+ | [[Tournaments]], | ||
[[Varying Rule Sets]] | [[Varying Rule Sets]] | ||
− | + | [[Capture]] together with [[Non-Renewable Resources]] | |
− | === | + | [[Geometric Progression]] together with [[Positive Feedback Loops]] |
+ | |||
+ | === Can Be Modulated By === | ||
+ | - | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | [[Persistent Game Worlds]] | ||
== History == | == History == |
Revision as of 15:26, 27 July 2015
Closures that occur progressively become more important as the game is played.
This pattern is a still a stub
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Encouraged Return Visits, Predetermined Story Structures
Can Be Instantiated By
Balancing Effects, Boss Monsters, Endgame, Extermination, Factions, Finale Levels, Game Element Insertion, Improved Abilities, Increasing Rewards, Player Elimination, Scores, Shrinking Game Worlds, Stack Seeding, Tournaments, Varying Rule Sets
Capture together with Non-Renewable Resources
Geometric Progression together with Positive Feedback Loops
Can Be Modulated By
-
Potentially Conflicting With
History
New pattern created in this wiki.