Difference between revisions of "Higher-Level Closures as Gameplay Progresses"
From gdp3
Line 24: | Line 24: | ||
== Relations == | == Relations == | ||
+ | [[Game Element Insertion]] | ||
+ | [[Tension]] | ||
+ | [[Predetermined Story Structures]] | ||
+ | [[Factions]] | ||
+ | [[Varying Rule Sets]] | ||
+ | [[Capture]] | ||
+ | [[Persistent Game Worlds]] | ||
+ | [[Encouraged Return Visits]] | ||
+ | [[Geometric Progression]] | ||
+ | [[Stack Seeding]] | ||
+ | [[Balancing Effects]] | ||
+ | [[Boss Monsters]] | ||
+ | [[Improved Abilities]] | ||
+ | [[Player Elimination]] | ||
+ | [[Combat]] | ||
+ | [[Shrinking Game Worlds]] | ||
+ | [[Increasing Rewards]] | ||
+ | [[Finale Levels]] | ||
+ | [[Scores]] | ||
=== Can Instantiate === | === Can Instantiate === |
Revision as of 14:23, 16 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
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Game Element Insertion Tension Predetermined Story Structures Factions Varying Rule Sets Capture Persistent Game Worlds Encouraged Return Visits Geometric Progression Stack Seeding Balancing Effects Boss Monsters Improved Abilities Player Elimination Combat Shrinking Game Worlds Increasing Rewards Finale Levels Scores
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.