Difference between revisions of "Higher-Level Closures as Gameplay Progresses"
From gdp3
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== Relations == | == Relations == | ||
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[[Tension]] | [[Tension]] | ||
[[Predetermined Story Structures]] | [[Predetermined Story Structures]] | ||
− | |||
− | |||
[[Capture]] | [[Capture]] | ||
[[Persistent Game Worlds]] | [[Persistent Game Worlds]] | ||
[[Encouraged Return Visits]] | [[Encouraged Return Visits]] | ||
[[Geometric Progression]] | [[Geometric Progression]] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
[[Combat]] | [[Combat]] | ||
− | |||
− | |||
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=== Can Instantiate === | === Can Instantiate === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Balancing Effects]], | ||
+ | [[Boss Monsters]], | ||
[[Endgame]], | [[Endgame]], | ||
[[Extermination]], | [[Extermination]], | ||
− | [[Finale Levels]] | + | [[Factions]], |
+ | [[Finale Levels]], | ||
+ | [[Game Element Insertion]], | ||
+ | [[Improved Abilities]], | ||
+ | [[Increasing Rewards]], | ||
+ | [[Player Elimination]], | ||
+ | [[Scores]], | ||
+ | [[Shrinking Game Worlds]], | ||
+ | [[Stack Seeding]], | ||
+ | [[Varying Rule Sets]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 15:22, 27 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
Tension Predetermined Story Structures Capture Persistent Game Worlds Encouraged Return Visits Geometric Progression Combat
Can Instantiate
Can Modulate
Can Be Instantiated By
Balancing Effects, Boss Monsters, Endgame, Extermination, Factions, Finale Levels, Game Element Insertion, Improved Abilities, Increasing Rewards, Player Elimination, Scores, Shrinking Game Worlds, Stack Seeding, Varying Rule Sets
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.