Difference between revisions of "Closure Points"
From gdp3
(→Relations) |
(→Relations) |
||
Line 25: | Line 25: | ||
== Relations == | == Relations == | ||
− | |||
− | |||
Modulates: [[Predictable Consequences]], [[Narration Structures]] | Modulates: [[Predictable Consequences]], [[Narration Structures]] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Limited Foresight]], | ||
[[Value of Effort]] | [[Value of Effort]] | ||
Line 48: | Line 40: | ||
[[Irreversible Events]], | [[Irreversible Events]], | ||
[[Quests]], | [[Quests]], | ||
− | [[Save Points]] | + | [[Save Points]], |
+ | [[Tournaments]], | ||
+ | [[Transfer of Control]] | ||
[[Levels]] with [[Irreversible Events]] | [[Levels]] with [[Irreversible Events]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Committed Goals]], | ||
[[Downtime]] | [[Downtime]] | ||
Line 59: | Line 54: | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
− | + | [[Never Ending Stories]] | |
== History == | == History == |
Revision as of 10:57, 7 July 2016
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Games that provide levels also provide Closure Points. A few examples of the many games that does this include Candy Crush Saga, Doom, Staries, Pac-Man, and Tetris.
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Modulates: Predictable Consequences, Narration Structures
Can Instantiate
Limited Foresight, Value of Effort
Can Modulate
-
Can Be Instantiated By
Excluding Goals, Finale Levels, Higher-Level Closures as Gameplay Progresses, Irreversible Events, Quests, Save Points, Tournaments, Transfer of Control
Levels with Irreversible Events
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
-