Difference between revisions of "Higher-Level Closures as Gameplay Progresses"

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(Relations)
(Relations)
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== Relations ==
 
== Relations ==
 +
=== Can Instantiate ===
 
[[Tension]]
 
[[Tension]]
[[Predetermined Story Structures]]
 
[[Capture]]
 
[[Persistent Game Worlds]]
 
[[Encouraged Return Visits]]
 
[[Geometric Progression]]
 
[[Combat]]
 
 
=== Can Instantiate ===
 
  
 
=== Can Modulate ===
 
=== Can Modulate ===
 +
[[Encouraged Return Visits]],
 +
[[Predetermined Story Structures]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
Line 50: Line 45:
 
[[Shrinking Game Worlds]],  
 
[[Shrinking Game Worlds]],  
 
[[Stack Seeding]],  
 
[[Stack Seeding]],  
 +
[[Tournaments]],
 
[[Varying Rule Sets]]  
 
[[Varying Rule Sets]]  
  
=== Can Be Modulated By ===
+
[[Capture]] together with [[Non-Renewable Resources]]
  
=== Possible Closure Effects ===
+
[[Geometric Progression]] together with [[Positive Feedback Loops]]
 +
 
 +
=== Can Be Modulated By ===
 +
-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 +
[[Persistent Game Worlds]]
  
 
== History ==
 
== History ==

Revision as of 15:26, 27 July 2015

Closures that occur progressively become more important as the game is played.

This pattern is a still a stub

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Tension

Can Modulate

Encouraged Return Visits, Predetermined Story Structures

Can Be Instantiated By

Balancing Effects, Boss Monsters, Endgame, Extermination, Factions, Finale Levels, Game Element Insertion, Improved Abilities, Increasing Rewards, Player Elimination, Scores, Shrinking Game Worlds, Stack Seeding, Tournaments, Varying Rule Sets

Capture together with Non-Renewable Resources

Geometric Progression together with Positive Feedback Loops

Can Be Modulated By

-

Potentially Conflicting With

Persistent Game Worlds

History

New pattern created in this wiki.

References