Difference between revisions of "Hovering Closures"

From gdp3
Jump to: navigation, search
(Relations)
(Relations)
Line 28: Line 28:
 
== Relations ==
 
== Relations ==
 
[[Rhythm-Based Actions]]
 
[[Rhythm-Based Actions]]
[[Time Limits]]
 
 
[[Extended Actions]]
 
[[Extended Actions]]
 
[[Tension]]
 
[[Tension]]
Line 49: Line 48:
  
 
Instantiated by: [[Continuous Goals]], [[Symmetry]], [[Configuration]], [[Ultra-Powerful Events]], [[Narrative Structures]], [[Progress Indicators]], [[The Show Must Go On]], [[Betting]]
 
Instantiated by: [[Continuous Goals]], [[Symmetry]], [[Configuration]], [[Ultra-Powerful Events]], [[Narrative Structures]], [[Progress Indicators]], [[The Show Must Go On]], [[Betting]]
 
Modulated by: [[Time Limits]]
 
  
 
Potentially conflicting with: [[Surprises]]
 
Potentially conflicting with: [[Surprises]]
Line 66: Line 63:
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
-
+
[[Time Limits]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Revision as of 11:13, 7 July 2016

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Rhythm-Based Actions Extended Actions Tension FUBAR Enjoyment Combos Turn Taking Levels Alignment Delayed Reciprocity Development Time Delayed Effects Cooldown Quests Predictable Consequences Complex Gameplay

Instantiates: Emotional Engrossment, Anticipation, Uncommitted Alliances

Modulates: Quick Games

Instantiated by: Continuous Goals, Symmetry, Configuration, Ultra-Powerful Events, Narrative Structures, Progress Indicators, The Show Must Go On, Betting

Potentially conflicting with: Surprises

Can Instantiate

-

with ...

Can Modulate

-

Can Be Instantiated By

-

Can Be Modulated By

Time Limits

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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

-