Difference between revisions of "Higher-Level Closures as Gameplay Progresses"
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== Consequences == | == Consequences == | ||
− | As [[Higher-Level Closures as Gameplay Progresses]] provide closures they also provide [[Closure Points]]. They typically also make games have [[Tension]] and give players the sense of [[Empowerment]] and an [[Illusion of Influence]]. | + | As [[Higher-Level Closures as Gameplay Progresses]] provide closures they also provide [[Closure Points]]. They typically also make games have [[Tension]] and give players the sense of [[Empowerment]] and an [[Illusion of Influence]]. They may be linked to [[Predetermined Story Structures]] or [[Narration Structures]] in games and thereby affect these. |
− | + | In games with [[Encouraged Return Visits]], [[Higher-Level Closures as Gameplay Progresses]] can support the other methods used to encourage players to return by making the closures associated with them stronger as gameplay time progresses. | |
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== Relations == | == Relations == |
Revision as of 21:49, 29 July 2015
Closures that occur progressively become more important as the game is played.
This pattern is a still a stub
Examples
Using the pattern
Can Modulate
Encouraged Return Visits, Narration Structures, Predetermined Story Structures
Can Be Instantiated By
Balancing Effects, Boss Monsters, Challenging Gameplay, Endgame, 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
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
As Higher-Level Closures as Gameplay Progresses provide closures they also provide Closure Points. They typically also make games have Tension and give players the sense of Empowerment and an Illusion of Influence. They may be linked to Predetermined Story Structures or Narration Structures in games and thereby affect these.
In games with Encouraged Return Visits, Higher-Level Closures as Gameplay Progresses can support the other methods used to encourage players to return by making the closures associated with them stronger as gameplay time progresses.
Relations
Can Instantiate
Closure Points, Empowerment, Illusion of Influence, Tension
Can Modulate
Encouraged Return Visits, Narration Structures, Predetermined Story Structures
Can Be Instantiated By
Balancing Effects, Boss Monsters, Challenging Gameplay, Endgame, 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.