Difference between revisions of "Closure Points"
From gdp3
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== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Limited Foresight]], | [[Limited Foresight]], | ||
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[[Higher-Level Closures as Gameplay Progresses]], | [[Higher-Level Closures as Gameplay Progresses]], | ||
[[Irreversible Events]], | [[Irreversible Events]], | ||
+ | [[Narration Structures]], | ||
[[Quests]], | [[Quests]], | ||
[[Save Points]], | [[Save Points]], | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
[[Committed Goals]], | [[Committed Goals]], | ||
− | [[Downtime]] | + | [[Downtime]], |
+ | [[Predictable Consequences]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === |
Revision as of 11:03, 7 July 2016
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Games that provide levels also provide Closure Points. A few examples of the many games that does this include Candy Crush Saga, Doom, Staries, Pac-Man, and Tetris.
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Can Instantiate
Limited Foresight, Value of Effort
Can Modulate
-
Can Be Instantiated By
Excluding Goals, Finale Levels, Higher-Level Closures as Gameplay Progresses, Irreversible Events, Narration Structures, Quests, Save Points, Tournaments, Transfer of Control
Levels with Irreversible Events
Can Be Modulated By
Committed Goals, Downtime, Predictable Consequences
Possible Closure Effects
-
Potentially Conflicting With
History
An updated version of the pattern Closure Points that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-