Difference between revisions of "Hovering Closures"

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(Relations)
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== Using the pattern ==
 
== Using the pattern ==
 +
=== Can Be Instantiated By ===
 +
[[Alignment]],
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[[Betting]],
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[[Complex Gameplay]],
 +
[[Configuration]],
 +
[[Continuous Goals]],
 +
[[Cooldown]],
 +
[[Delayed Effects]],
 +
[[Delayed Reciprocity]],
 +
[[Extended Actions]],
 +
[[FUBAR Enjoyment]],
 +
[[Narration Structures]],
 +
[[Levels]],
 +
[[Predictable Consequences]],
 +
[[Progress Indicators]],
 +
[[Quests]],
 +
[[Rhythm-Based Actions]],
 +
[[Symmetry]],
 +
[[The Show Must Go On]],
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[[Ultra-Powerful Events]]
 +
 +
[[Combos]] or [[Development Time]] together with [[Progress Indicators]]
 +
 +
=== Can Be Modulated By ===
 +
[[Time Limits]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
 +
=== Can Instantiate ===
 +
[[Anticipation]],
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[[Emotional Engrossment]],
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[[Tension]],
 +
[[Uncommitted Alliances]]
 +
 +
=== Can Modulate ===
 +
[[Quick Games]]
 +
  
 
== Relations ==
 
== Relations ==

Revision as of 11:25, 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

Can Be Instantiated By

Alignment, Betting, Complex Gameplay, Configuration, Continuous Goals, Cooldown, Delayed Effects, Delayed Reciprocity, Extended Actions, FUBAR Enjoyment, Narration Structures, Levels, Predictable Consequences, Progress Indicators, Quests, Rhythm-Based Actions, Symmetry, The Show Must Go On, Ultra-Powerful Events

Combos or Development Time together with Progress Indicators

Can Be Modulated By

Time Limits

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Can Instantiate

Anticipation, Emotional Engrossment, Tension, Uncommitted Alliances

Can Modulate

Quick Games


Relations

Can Instantiate

Anticipation, Emotional Engrossment, Tension, Uncommitted Alliances

Can Modulate

Quick Games

Can Be Instantiated By

Alignment, Betting, Complex Gameplay, Configuration, Continuous Goals, Cooldown, Delayed Effects, Delayed Reciprocity, Extended Actions, FUBAR Enjoyment, Narration Structures, Levels, Predictable Consequences, Progress Indicators, Quests, Rhythm-Based Actions, Symmetry, The Show Must Go On, Ultra-Powerful Events

Combos or Development Time together with Progress Indicators

Can Be Modulated By

Time Limits

Possible Closure Effects

-

Potentially Conflicting With

Surprises

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

-