Higher-Level Closures as Gameplay Progresses

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Closures that occur progressively become more important as the game is played.

This pattern is a still a stub

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Tension Predetermined Story Structures Capture Persistent Game Worlds Encouraged Return Visits Geometric Progression Combat

Can Instantiate

Can Modulate

Can Be Instantiated By

Balancing Effects, Boss Monsters, Endgame, Extermination, Factions, Finale Levels, Game Element Insertion, Improved Abilities, Increasing Rewards, Player Elimination, Scores, Shrinking Game Worlds, Stack Seeding, Varying Rule Sets

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References