Difference between revisions of "Hovering Closures"

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(Relations)
(Relations)
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[[Predictable Consequences]]
 
[[Predictable Consequences]]
 
[[Complex Gameplay]]
 
[[Complex Gameplay]]
 
 
Modulates: [[Quick Games]]
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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=== Can Modulate ===
 
=== Can Modulate ===
-
+
[[Quick Games]]
  
 
=== 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]]  
 
[[Narration Structures]],
 
  
 
=== 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.

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

Quick Games

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

Time Limits

Possible Closure Effects

-

Potentially Conflicting With

Surprises

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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

-