Difference between revisions of "Hovering Closures"
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Modulates: [[Quick Games]] | Modulates: [[Quick Games]] | ||
− | Instantiated by: [[Continuous Goals]], [[Symmetry]], [[Configuration]], [[Ultra-Powerful Events]], [[Narrative Structures]], [[Progress Indicators]], [[The Show Must Go On | + | Instantiated by: [[Continuous Goals]], [[Symmetry]], [[Configuration]], [[Ultra-Powerful Events]], [[Narrative Structures]], [[Progress Indicators]], [[The Show Must Go On]], [[Betting]] |
Modulated by: [[Time Limits]] | Modulated by: [[Time Limits]] |
Revision as of 09:46, 15 December 2015
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 Time Limits Extended Actions Tension FUBAR Enjoyment Combos Turn Taking Levels Alignment Delayed Reciprocity Development Time Delayed Effects Cooldown Quests Predictable Consequences Complex Gameplay
Instantiates: Emotional Engrossment, Anticipation, Uncommitted Alliances
Modulates: Quick Games
Instantiated by: Continuous Goals, Symmetry, Configuration, Ultra-Powerful Events, Narrative Structures, Progress Indicators, The Show Must Go On, Betting
Modulated by: Time Limits
Potentially conflicting with: Surprises
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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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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