Difference between revisions of "Higher-Level Closures as Gameplay Progresses"
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[[Challenging Gameplay]], | [[Challenging Gameplay]], | ||
[[Factions]], | [[Factions]], | ||
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− | Ways of achieving [[Higher-Level Closures as Gameplay Progresses]] depend on finding ways of making later closures more important that earlier ones. Most generally, the [[Endgame]] of a game is where the final effect of all players' efforts are resolved which collect at least some high level closures there and [[Goal Hierarchies]] let game designs have a structure to the closures, thereby making it possible to put more important ones later in the game. [[Boss Monsters]] and [[Finale Levels]] can be used in level designs to guarantee greater closures at specific points in the gameplay. [[Capture]] goals of [[Non-Renewable Resources]], [[Last Man Standing]], and [[Shrinking Game Worlds]] have in common that they ensure that later closures are more important than earlier ones simple because there are fewer game elements or space in the later ones. [[Extermination]], [[Player Elimination]] and [[Tournaments]] can do the same but with players; [[Extermination]] also is likely to be an [[Endgame]] phase and typically have the effect of later closures focusing on fewer players as per [[Last Man Standing]]. [[Game Element Insertion]], [[Improved Abilities]], [[Increasing Rewards]], or [[Geometric Progression]] together with [[Positive Feedback Loops]] instead make later closures more important since the effects they contain are larger than the earlier ones. [[Stack Seeding]] doesn't automatically do this but lets game designs be structured this way if wanted. | + | Ways of achieving [[Higher-Level Closures as Gameplay Progresses]] depend on finding ways of making later closures more important that earlier ones. Most generally, [[Varying Rule Sets]] allow game designs to have more important closures later simply because more important actions and goals can be made only possible to achieve later in the gameplay. Slightly less general, the [[Endgame]] of a game is where the final effect of all players' efforts are resolved which collect at least some high level closures there and [[Goal Hierarchies]] let game designs have a structure to the closures, thereby making it possible to put more important ones later in the game. [[Boss Monsters]] and [[Finale Levels]] can be used in level designs to guarantee greater closures at specific points in the gameplay. [[Capture]] goals of [[Non-Renewable Resources]], [[Last Man Standing]], and [[Shrinking Game Worlds]] have in common that they ensure that later closures are more important than earlier ones simple because there are fewer game elements or space in the later ones. [[Extermination]], [[Player Elimination]] and [[Tournaments]] can do the same but with players; [[Extermination]] also is likely to be an [[Endgame]] phase and typically have the effect of later closures focusing on fewer players as per [[Last Man Standing]]. [[Game Element Insertion]], [[Improved Abilities]], [[Increasing Rewards]], or [[Geometric Progression]] together with [[Positive Feedback Loops]] instead make later closures more important since the effects they contain are larger than the earlier ones. [[Stack Seeding]] doesn't automatically do this but lets game designs be structured this way if wanted. |
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== Relations == | == Relations == | ||
+ | [[Secret Scoring Mechanisms]] | ||
+ | [[Winning by Ending Gameplay]] | ||
+ | [[Winner determined after Gameplay Ends]] | ||
+ | [[Unwinnable Games]] | ||
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+ | |||
=== Can Instantiate === | === Can Instantiate === | ||
[[Closure Points]], | [[Closure Points]], | ||
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[[Last Man Standing]], | [[Last Man Standing]], | ||
[[Player Elimination]], | [[Player Elimination]], | ||
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[[Shrinking Game Worlds]], | [[Shrinking Game Worlds]], | ||
[[Stack Seeding]], | [[Stack Seeding]], |
Revision as of 22:07, 29 July 2015
Closures that occur progressively become more important as the game is played.
This pattern is a still a stub
Examples
Using the pattern
Can Modulate
Encouraged Return Visits, Narration Structures, Predetermined Story Structures
Can Be Instantiated By
Balancing Effects, Challenging Gameplay, Factions,
Ways of achieving Higher-Level Closures as Gameplay Progresses depend on finding ways of making later closures more important that earlier ones. Most generally, Varying Rule Sets allow game designs to have more important closures later simply because more important actions and goals can be made only possible to achieve later in the gameplay. Slightly less general, the Endgame of a game is where the final effect of all players' efforts are resolved which collect at least some high level closures there and Goal Hierarchies let game designs have a structure to the closures, thereby making it possible to put more important ones later in the game. Boss Monsters and Finale Levels can be used in level designs to guarantee greater closures at specific points in the gameplay. Capture goals of Non-Renewable Resources, Last Man Standing, and Shrinking Game Worlds have in common that they ensure that later closures are more important than earlier ones simple because there are fewer game elements or space in the later ones. Extermination, Player Elimination and Tournaments can do the same but with players; Extermination also is likely to be an Endgame phase and typically have the effect of later closures focusing on fewer players as per Last Man Standing. Game Element Insertion, Improved Abilities, Increasing Rewards, or Geometric Progression together with Positive Feedback Loops instead make later closures more important since the effects they contain are larger than the earlier ones. Stack Seeding doesn't automatically do this but lets game designs be structured this way if wanted.
Can Be Modulated By
Limited Set of Actions, Overcome
Potentially Conflicting With
Narrative Aspects
While closures and increases of them are typically present in narratives, as a gameplay pattern Higher-Level Closures as Gameplay Progresses does not necessarily have any connection to those types of closures.
Consequences
As Higher-Level Closures as Gameplay Progresses provide closures they also provide Closure Points. They typically also make games have Tension and give players the sense of Empowerment and an Illusion of Influence. They may be linked to Predetermined Story Structures or Narration Structures in games and thereby affect these.
In games with Encouraged Return Visits, Higher-Level Closures as Gameplay Progresses can support the other methods used to encourage players to return by making the closures associated with them stronger as gameplay time progresses.
Relations
Secret Scoring Mechanisms Winning by Ending Gameplay Winner determined after Gameplay Ends Unwinnable Games
Can Instantiate
Closure Points, Empowerment, Illusion of Influence, Tension
Can Modulate
Encouraged Return Visits, Narration Structures, Predetermined Story Structures
Can Be Instantiated By
Balancing Effects, Boss Monsters, Challenging Gameplay, Endgame, Extermination, Factions, Finale Levels, Game Element Insertion, Goal Hierarchies, Improved Abilities, Increasing Rewards, Last Man Standing, Player Elimination, Shrinking Game Worlds, Stack Seeding, Tournaments, Varying Rule Sets
Capture together with Non-Renewable Resources
Geometric Progression together with Positive Feedback Loops
Can Be Modulated By
Limited Set of Actions, Overcome
Potentially Conflicting With
History
New pattern created in this wiki.