Difference between revisions of "Hovering Closures"
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− | There are many specific ways of creating [[Hovering Closures]]. [[Alignment]], [[Betting]], [[Configuration]], [[Cooldown]], [[Rhythm-Based Actions]], and [[Quests]] all by their nature set up for a clear potential closure. More generally [[Delayed Effects]], [[Delayed Reciprocity]], [[Extended Actions]], and [[Predictable Consequences]] set up situations when players are aware of a future closure that can occur. [[Continuous Goals]], [[FUBAR Enjoyment]], and [[Uncommitted Alliances]] do likewise but here the closures are generally negative ones. [[Complex Gameplay]] typically can be guaranteed to create many [[Hovering Closures]] at any given point in time. While [[Delayed Effects]], [[Delayed Reciprocity]], and [[Uncommitted Alliances]] can set up closures that take quite some time before the occur, [[Levels]] and [[Narration Structures]] can do so even more strongly. | + | There are many specific ways of creating [[Hovering Closures]]. [[Alignment]], [[Betting]], [[Configuration]], [[Cooldown]], [[Rhythm-Based Actions]], [[Symmetry]], and [[Quests]] all by their nature set up for a clear potential closure. More generally [[Delayed Effects]], [[Delayed Reciprocity]], [[Extended Actions]], and [[Predictable Consequences]] set up situations when players are aware of a future closure that can occur. [[Continuous Goals]], [[FUBAR Enjoyment]], [[The Show Must Go On]], and [[Uncommitted Alliances]] do likewise but here the closures are generally negative ones. [[Complex Gameplay]] typically can be guaranteed to create many [[Hovering Closures]] at any given point in time. While [[Delayed Effects]], [[Delayed Reciprocity]], and [[Uncommitted Alliances]] can set up closures that take quite some time before the occur, [[Levels]] and [[Narration Structures]] can do so even more strongly. [[Ultra-Powerful Events]] can do this also if clearly advertised in advance. |
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[[Combos]] or [[Development Time]] together with [[Progress Indicators]] | [[Combos]] or [[Development Time]] together with [[Progress Indicators]] |
Revision as of 09:13, 16 July 2016
Events that are about to occur and can clearly be observed by players.
This pattern is a still a stub.
Contents
Examples
Using the pattern
There are many specific ways of creating Hovering Closures. Alignment, Betting, Configuration, Cooldown, Rhythm-Based Actions, Symmetry, and Quests all by their nature set up for a clear potential closure. More generally Delayed Effects, Delayed Reciprocity, Extended Actions, and Predictable Consequences set up situations when players are aware of a future closure that can occur. Continuous Goals, FUBAR Enjoyment, The Show Must Go On, and Uncommitted Alliances do likewise but here the closures are generally negative ones. Complex Gameplay typically can be guaranteed to create many Hovering Closures at any given point in time. While Delayed Effects, Delayed Reciprocity, and Uncommitted Alliances can set up closures that take quite some time before the occur, Levels and Narration Structures can do so even more strongly. Ultra-Powerful Events can do this also if clearly advertised in advance.
Combos or Development Time together with Progress Indicators
Hovering Closures that are clearly quantified by the game system itself can be given Time Limits to increase Tension.
Can Modulate
Interface Aspects
Progress Indicators can be provided to any type of goals in a game to create or make more explicit a Hovering Closure.
Narration Aspects
As started above, Narration Structures can be used to set up Hovering Closures related to the narration.
Consequences
Hovering Closures can create Anticipation and Tension in games. This in turn can create Emotional Engrossment.
Relations
Can Instantiate
Anticipation, Emotional Engrossment, Tension
Can Modulate
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, Uncommitted Alliances, Ultra-Powerful Events
Combos or Development Time together with Progress Indicators
Can Be Modulated By
Possible Closure Effects
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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
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