Difference between revisions of "Higher-Level Closures as Gameplay Progresses"
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== Relations == | == Relations == | ||
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Instantiated by: [[Combat]], [[Capture]], [[Narration Structures]], [[Predetermined Story Structures]], | Instantiated by: [[Combat]], [[Capture]], [[Narration Structures]], [[Predetermined Story Structures]], | ||
− | + | Modulated by: [[Challenging Gameplay]] | |
− | Modulated by: | + | |
=== Can Instantiate === | === Can Instantiate === | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
− | + | [[Limited Set of Actions]], | |
+ | [[Overcome]] | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === |
Revision as of 15:43, 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
Instantiated by: Combat, Capture, Narration Structures, Predetermined Story Structures,
Modulated by: Challenging Gameplay
Can Instantiate
Closure Points, Empowerment, Illusion of Influence, Tension, Varied Gameplay
Can Modulate
Encouraged Return Visits, Predetermined Story Structures
Can Be Instantiated By
Balancing Effects, Boss Monsters, Endgame, Eliminate, Extermination, Factions, Finale Levels, Game Element Insertion, Goal Hierarchies, Improved Abilities, Increasing Rewards, Last Man Standing, 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
Limited Set of Actions, Overcome
Potentially Conflicting With
History
New pattern created in this wiki.