Difference between revisions of "Hovering Closures"
From gdp3
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[[Predictable Consequences]] | [[Predictable Consequences]] | ||
[[Complex Gameplay]] | [[Complex Gameplay]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
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=== Can Modulate === | === Can Modulate === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
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[[Configuration]], | [[Configuration]], | ||
[[Continuous Goals]], | [[Continuous Goals]], | ||
+ | [[Narration Structures]], | ||
[[Progress Indicators]], | [[Progress Indicators]], | ||
[[Symmetry]], | [[Symmetry]], | ||
[[The Show Must Go On]], | [[The Show Must Go On]], | ||
[[Ultra-Powerful Events]] | [[Ultra-Powerful Events]] | ||
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=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 11:15, 7 July 2016
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 Extended Actions Tension FUBAR Enjoyment Combos Turn Taking Levels Alignment Delayed Reciprocity Development Time Delayed Effects Cooldown Quests Predictable Consequences Complex Gameplay
Can Instantiate
Anticipation, Emotional Engrossment, Uncommitted Alliances
Can Modulate
Can Be Instantiated By
Betting, Configuration, Continuous Goals, Narration Structures, Progress Indicators, Symmetry, The Show Must Go On, Ultra-Powerful Events
Can Be Modulated By
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
-