Difference between revisions of "Hovering Closures"
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== Using the pattern == | == Using the pattern == | ||
+ | === 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]], | ||
+ | [[Quests]], | ||
+ | [[Rhythm-Based Actions]], | ||
+ | [[Symmetry]], | ||
+ | [[The Show Must Go On]], | ||
+ | [[Ultra-Powerful Events]] | ||
+ | |||
+ | [[Combos]] or [[Development Time]] together with [[Progress Indicators]] | ||
+ | |||
+ | === Can Be Modulated By === | ||
+ | [[Time Limits]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Consequences == | == Consequences == | ||
+ | === Can Instantiate === | ||
+ | [[Anticipation]], | ||
+ | [[Emotional Engrossment]], | ||
+ | [[Tension]], | ||
+ | [[Uncommitted Alliances]] | ||
+ | |||
+ | === Can Modulate === | ||
+ | [[Quick Games]] | ||
+ | |||
== Relations == | == Relations == |
Revision as of 11:25, 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
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, Quests, Rhythm-Based Actions, Symmetry, The Show Must Go On, Ultra-Powerful Events
Combos or Development Time together with Progress Indicators
Can Be Modulated By
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Instantiate
Anticipation, Emotional Engrossment, Tension, Uncommitted Alliances
Can Modulate
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, Quests, 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
-