Difference between revisions of "Closure Points"
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''Events during gameplay where pieces of the game state is, or can be, removed.'' | ''Events during gameplay where pieces of the game state is, or can be, removed.'' | ||
− | + | Gameplay actions affect game states. [[Closure Points]] occur when the actions result in the game states being reduced, some parts of them no longer being accessible, or there are significant changes to how they can be manipulated in the future. | |
Note: ''This pattern describes closure points that can objectively be identifying through how they affect game states.'' | Note: ''This pattern describes closure points that can objectively be identifying through how they affect game states.'' |
Revision as of 09:36, 12 July 2016
Events during gameplay where pieces of the game state is, or can be, removed.
Gameplay actions affect game states. Closure Points occur when the actions result in the game states being reduced, some parts of them no longer being accessible, or there are significant changes to how they can be manipulated in the future.
Note: This pattern describes closure points that can objectively be identifying through how they affect game states.
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.
Using the pattern
A very common way of using Closure Points is to remove part of the game state to replace it with another. This can be done more specifically through Levels (especially for Finale Levels), Quests, and Tournaments; Levels that are Irreversible Events due to not being able to reentered are stronger examples of how Levels can be Closure Points.
However, not all Closure Points reduce game states, some instead hinder certain actions or game states to occur in the future. Irreversible Events, Excluding Goals, and Narration Structures are examples of how to create these types of Closure Points. Others Closure Points are closures because they make players safe from having to redo some things if they fail with actions in the future or because they significantly change what actions are available. Save Points is an example of the former while Transfer of Control is an example of the latter.
Closure Points can be modified by letter players have very clear information about what will happen when they are reached, i.e. they can have Predictable Consequences. They can also be emphasized by linking Downtime to them. Another way to make Closure Points have stronger impact is to make them be the end of Committed Goals.
Narration Aspects
Since Closure Points tend to be manually designed, they are difficult to combine with Never Ending Stories.
Consequences
Closure Points is the prime means of ensuring that games can have Higher-Level Closures as Gameplay Progresses. It also lets players have clear gameplay points where they can have a chance to experience Value of Effort. They can also create Limited Foresight since these points often reduces the size of game states and creates new ones.
Relations
Can Instantiate
Higher-Level Closures as Gameplay Progresses, Limited Foresight, Value of Effort
Can Modulate
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Can Be Instantiated By
Excluding Goals, Finale Levels, Irreversible Events, Levels, Narration Structures, Quests, Save Points, Tournaments, Transfer of Control
Levels with Irreversible Events
Can Be Modulated By
Committed Goals, Downtime, Predictable Consequences
Possible Closure Effects
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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
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