Difference between revisions of "Closure Points"
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=== Examples === | === Examples === | ||
+ | Games that provide levels also provide [[Closure Points]]. A few examples of the many games that does this include [[Candy Crush Saga]], [[Doom]], [[Staries]], [[Pac-Man]], and [[Tetris]]. | ||
==== Anti-Examples ==== | ==== Anti-Examples ==== |
Revision as of 10:50, 7 July 2016
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Games that provide levels also provide Closure Points. A few examples of the many games that does this include Candy Crush Saga, Doom, Staries, Pac-Man, and Tetris.
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, Narration 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
Can Be Modulated By
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Possible Closure Effects
-
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
-