Finale Levels
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Rather obviously, Finale Levels can be created with the same design possibilities as Levels. However, to a certain extent, some Adventures can also be seen Finale Levels of Campaigns. An example of this is "Q1 Queen of the Demonweb Pits", which is the last Adventure in the "Queen of the Demonweb Pits" supermodule[1].
One typical difference between Finale Levels and other Levels is that they typically have more Challenging Gameplay. This to highlight the Tension in the finale, as well as potentially being the last piece of gameplay in the game as a whole.
Diegetic Aspects
Interface Aspects
Narration Aspects
Finale Levels is a Narration Pattern. However, since Finale Levels are specifically crafted to be closures of narrative arcs, they do not work well in games that wish to have
Consequences
Can Instantiate
Higher-Level Closures as Gameplay Progresses, Levels, Scenes
Can Modulate
Adventures, Boss Monsters, Campaigns
Relations
Can Instantiate
Higher-Level Closures as Gameplay Progresses, Levels, Scenes
Can Modulate
Adventures, Boss Monsters, Campaigns
Can Be Instantiated By
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Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
History
New pattern created in this wiki. However, the pattern was inspired by the Finale entry on a Left 4 Dead wiki.
References
Acknowledgements
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