Difference between revisions of "Hovering Closures"
From gdp3
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[[Complex Gameplay]] | [[Complex Gameplay]] | ||
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Modulates: [[Quick Games]] | Modulates: [[Quick Games]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
− | + | [[Anticipation]], | |
− | + | [[Emotional Engrossment]], | |
− | + | [[Uncommitted Alliances]] | |
=== Can Modulate === | === Can Modulate === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | - | + | [[Betting]], |
+ | [[Configuration]], | ||
+ | [[Continuous Goals]], | ||
+ | [[Progress Indicators]], | ||
+ | [[Symmetry]], | ||
+ | [[The Show Must Go On]], | ||
+ | [[Ultra-Powerful Events]] | ||
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+ | [[Narration Structures]], | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
− | + | [[Surprises]] | |
== History == | == History == |
Revision as of 11:14, 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
Modulates: Quick Games
Can Instantiate
Anticipation, Emotional Engrossment, Uncommitted Alliances
Can Modulate
-
Can Be Instantiated By
Betting, Configuration, Continuous Goals, Progress Indicators, Symmetry, The Show Must Go On, Ultra-Powerful 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
-