Difference between revisions of "Hovering Closures"
From gdp3
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== Relations == | == Relations == | ||
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[[Turn Taking]] | [[Turn Taking]] | ||
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[[Quests]] | [[Quests]] | ||
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[[Anticipation]], | [[Anticipation]], | ||
[[Emotional Engrossment]], | [[Emotional Engrossment]], | ||
+ | [[Tension]], | ||
[[Uncommitted Alliances]] | [[Uncommitted Alliances]] | ||
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[[The Show Must Go On]], | [[The Show Must Go On]], | ||
[[Ultra-Powerful Events]] | [[Ultra-Powerful Events]] | ||
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+ | [[Combos]] or [[Development Time]] together with [[Progress Indicators]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 11:21, 7 July 2016
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Can Instantiate
Anticipation, Emotional Engrossment, Tension, Uncommitted Alliances
Can Modulate
Can Be Instantiated By
Alignment, Betting, Complex Gameplay, Configuration, Continuous Goals, Cooldown, Delayed Effects, Delayed Reciprocity, Extended Actions, FUBAR Enjoyment, Narration Structures, Levels, Predictable Consequences, Progress Indicators, Rhythm-Based Actions, Symmetry, The Show Must Go On, Ultra-Powerful Events
Combos or Development Time together with Progress Indicators
Can Be Modulated By
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
-