Closure Points
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Games that provide levels also provide Closure Points. A few examples of the many games that does this include Candy Crush Saga, Doom, Staries, Pac-Man, and Tetris.
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Instantiates: Limited Foresight
Modulates: Predictable Consequences, Narration Structures
Instantiated by: Tournaments, Transfer of Control
Modulated by: Committed Goals
Potentially conflicting with: Never Ending Stories
Can Instantiate
Can Modulate
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Can Be Instantiated By
Excluding Goals, Finale Levels, Higher-Level Closures as Gameplay Progresses, Irreversible Events, Quests, Save Points
Levels with Irreversible Events
Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
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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
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