Difference between revisions of "Hovering Closures"
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== Using the pattern == | == Using the pattern == | ||
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− | [[Alignment]], | + | 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]], | ||
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[[Continuous Goals]], | [[Continuous Goals]], | ||
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[[Delayed Effects]], | [[Delayed Effects]], | ||
[[Delayed Reciprocity]], | [[Delayed Reciprocity]], | ||
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[[Predictable Consequences]], | [[Predictable Consequences]], | ||
[[Progress Indicators]], | [[Progress Indicators]], | ||
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[[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.
Contents
Examples
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
Can Modulate
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
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
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
-