Difference between revisions of "Higher-Level Closures as Gameplay Progresses"

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(Consequences)
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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]].
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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.  
  
They may be linked to [[Predetermined Story Structures]] or [[Narration Structures]] in games and thereby affect these.  
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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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=== Can Modulate ===
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[[Encouraged Return Visits]],
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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

Persistent Game Worlds

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

Persistent Game Worlds

History

New pattern created in this wiki.

References