Difference between revisions of "Higher-Level Closures as Gameplay Progresses"
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[[Endgame]], | [[Endgame]], | ||
[[Extermination]], | [[Extermination]], | ||
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[[Finale Levels]], | [[Finale Levels]], | ||
[[Game Element Insertion]], | [[Game Element Insertion]], | ||
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[[Varying Rule Sets]], | [[Varying Rule Sets]], | ||
[[Winning by Ending Gameplay]] | [[Winning by Ending Gameplay]] | ||
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+ | [[Factions]] together with [[Goal Hierarchies]] | ||
[[Capture]] together with [[Non-Renewable Resources]] | [[Capture]] together with [[Non-Renewable Resources]] |
Revision as of 05:39, 30 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
Ways of achieving Higher-Level Closures as Gameplay Progresses depend on finding ways of making later closures more important that earlier ones. Most generally, Varying Rule Sets allow game designs to have more important closures later simply because more important actions and goals can be made only possible to achieve later in the gameplay and successful design of Challenging Gameplay throughout a game implies that the challenges have become steadily more difficult and thereby the closures steadily more intense. Slightly less general, the Endgame of a game is where the final effect of all players' efforts are resolved which collect at least some high level closures there and Goal Hierarchies let game designs have a structure to the closures, thereby making it possible to put more important ones later in the game. Boss Monsters and Finale Levels can be used in level designs in this sense to guarantee greater closures at specific points in the gameplay (and shows how Higher-Level Closures as Gameplay Progresses can modify Overcome goals). Another example of using Goal Hierarchies to provide Higher-Level Closures as Gameplay Progresses is to let players successively move higher up in Factions.
Capture goals of Non-Renewable Resources, Last Man Standing, and Shrinking Game Worlds have in common that they ensure that later closures are more important than earlier ones simple because there are fewer game elements or space in the later ones. Extermination, Player Elimination and Tournaments can do the same but with players; Extermination also is likely to be an Endgame phase and typically have the effect of later closures focusing on fewer players as per Last Man Standing. Limited Set of Actions can make closures more intense by stripping players of possibilities but this does require that the closures already exist as potentialities. Balancing Effects can provide Higher-Level Closures as Gameplay Progresses by avoiding to make early closure game-breaking ones and thereby ensure the importance of later closures. Game Element Insertion, Improved Abilities, Increasing Rewards, or Geometric Progression together with Positive Feedback Loops instead make later closures more important since the effects they contain are larger than the earlier ones. Stack Seeding doesn't automatically do this but lets game designs be structured this way if wanted.
While Winning by Ending Gameplay makes the winning closure the last part of gameplay, Winner determined after Gameplay Ends can make all closures important right up until gameplay ends as long as at least some Secret Scoring Mechanisms is used. Due to this, Higher-Level Closures as Gameplay Progresses appear quite naturally in all games except Unwinnable Games. Persistent Game Worlds share with Unwinnable Games that it is difficult to steadily increase the intensity of closure so both these patterns are generally not possible to combine with Higher-Level Closures as Gameplay Progresses.
Narrative Aspects
While closures and increases of them are typically present in narratives, as a gameplay pattern Higher-Level Closures as Gameplay Progresses does not necessarily have any connection to those types of closures. However, gameplay closures can be designed to map with narrative closures so the pattern can be used to modify Narration Structures and Predetermined Story Structures.
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.
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, Finale Levels, Game Element Insertion, Goal Hierarchies, Improved Abilities, Increasing Rewards, Last Man Standing, Player Elimination, Shrinking Game Worlds, Stack Seeding, Tournaments, Varying Rule Sets, Winning by Ending Gameplay
Factions together with Goal Hierarchies
Capture together with Non-Renewable Resources
Geometric Progression together with Positive Feedback Loops
Secret Scoring Mechanisms together with Winner determined after Gameplay Ends
Can Be Modulated By
Limited Set of Actions, Overcome
Potentially Conflicting With
Persistent Game Worlds, Unwinnable Games
History
New pattern created in this wiki.