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

Game Element Insertion Tension Predetermined Story Structures Factions Varying Rule Sets Capture Persistent Game Worlds Encouraged Return Visits Geometric Progression Stack Seeding Balancing Effects Boss Monsters Improved Abilities Player Elimination Combat Shrinking Game Worlds Increasing Rewards Finale Levels Scores

Can Instantiate

Can Modulate

Can Be Instantiated By

Extermination, Finale Levels

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References