Difference between revisions of "Hovering Closures"
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== Using the pattern == | == 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. | + | 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. More generally [[Delayed Effects]], [[Delayed Reciprocity]], [[Extended Actions]], and [[Predictable Consequences]] set up situations when players are aware of a future closure that can occur. |
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[[Complex Gameplay]], | [[Complex Gameplay]], | ||
[[Continuous Goals]], | [[Continuous Goals]], | ||
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[[FUBAR Enjoyment]], | [[FUBAR Enjoyment]], | ||
[[Narration Structures]], | [[Narration Structures]], | ||
[[Levels]], | [[Levels]], | ||
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[[Progress Indicators]], | [[Progress Indicators]], | ||
[[Symmetry]], | [[Symmetry]], |
Revision as of 08:54, 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. More generally Delayed Effects, Delayed Reciprocity, Extended Actions, and Predictable Consequences set up situations when players are aware of a future closure that can occur.
Complex Gameplay, Continuous Goals, FUBAR Enjoyment, Narration Structures, Levels, 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
-