Difference between revisions of "Hovering Closures"

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(Using the pattern)
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== Using the pattern ==
 
== Using the pattern ==
=== Can Be Instantiated By ===
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[[Alignment]],  
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There are many specific ways of creating [[Hovering Closures]]. [[Alignment]], [[Betting]], [[Configuration]], [[Cooldown]], [[Rhythm-Based Actions]], and [[Quests]] all by their nature set up for a clear potential closure.
[[Betting]],  
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 +
 
 
[[Complex Gameplay]],  
 
[[Complex Gameplay]],  
[[Configuration]],
 
 
[[Continuous Goals]],  
 
[[Continuous Goals]],  
[[Cooldown]],
 
 
[[Delayed Effects]],  
 
[[Delayed Effects]],  
 
[[Delayed Reciprocity]],  
 
[[Delayed Reciprocity]],  
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[[Predictable Consequences]],  
 
[[Predictable Consequences]],  
 
[[Progress Indicators]],  
 
[[Progress Indicators]],  
[[Quests]],
 
[[Rhythm-Based Actions]],
 
 
[[Symmetry]],  
 
[[Symmetry]],  
 
[[The Show Must Go On]],  
 
[[The Show Must Go On]],  

Revision as of 08:52, 16 July 2016

Events that are about to occur and can clearly be observed by players.

This pattern is a still a stub.

Examples

Go


Using the pattern

There are many specific ways of creating Hovering Closures. Alignment, Betting, Configuration, Cooldown, Rhythm-Based Actions, and Quests all by their nature set up for a clear potential closure.


Complex Gameplay, Continuous Goals, Delayed Effects, Delayed Reciprocity, Extended Actions, FUBAR Enjoyment, Narration Structures, Levels, Predictable Consequences, Progress Indicators, Symmetry, The Show Must Go On, Ultra-Powerful Events Uncommitted Alliances

Combos or Development Time together with Progress Indicators

Can Be Modulated By

Time Limits

Can Modulate

Quick Games


Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Hovering Closures can create Anticipation and Tension in games. This in turn can create Emotional Engrossment.

Relations

Can Instantiate

Anticipation, Emotional Engrossment, Tension

Can Modulate

Quick Games

Can Be Instantiated By

Alignment, Betting, Complex Gameplay, Configuration, Continuous Goals, Cooldown, Delayed Effects, Delayed Reciprocity, Extended Actions, FUBAR Enjoyment, Narration Structures, Levels, Predictable Consequences, Progress Indicators, Quests, Rhythm-Based Actions, Symmetry, The Show Must Go On, Uncommitted Alliances, Ultra-Powerful Events

Combos or Development Time together with Progress Indicators

Can Be Modulated By

Time Limits

Possible Closure Effects

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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

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