Difference between revisions of "Closure Points"
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Revision as of 14:45, 18 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
Irreversible Events Staries Higher-Level Closures as Gameplay Progresses Levels Excluding Goals Finale Levels Downtime Save Points
Instantiates: Limited Foresight
Modulates: Predictable Consequences, Narrative Structures
Instantiated by: Tournaments, Transfer of Control
Modulated by: Committed Goals
Potentially conflicting with: Never Ending Stories
Can Instantiate
with ...
Can Modulate
-
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
-