Difference between revisions of "Hovering Closures"
From gdp3
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== Relations == | == Relations == | ||
[[Rhythm-Based Actions]] | [[Rhythm-Based Actions]] | ||
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[[Extended Actions]] | [[Extended Actions]] | ||
[[Tension]] | [[Tension]] | ||
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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]] | ||
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Potentially conflicting with: [[Surprises]] | Potentially conflicting with: [[Surprises]] | ||
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=== 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.
Contents
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
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
-