Higher-Level Closures as Gameplay Progresses
Closures that occur progressively become more important as the game is played.
This pattern is a still a stub
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Instantiated by: Combat, Capture, Narration Structures, Predetermined Story Structures, Closure Points,
Modulated by: Limited Set of Actions, Overcome, Right Level of Difficulty
Can Instantiate
Empowerment, Illusion of Influence, Tension, Varied Gameplay
Can Modulate
Encouraged Return Visits, Predetermined Story Structures
Can Be Instantiated By
Balancing Effects, Boss Monsters, Endgame, Eliminate, Extermination, Factions, Finale Levels, Game Element Insertion, Goal Hierarchies, Improved Abilities, Increasing Rewards, Last Man Standing, Player Elimination, Scores, Shrinking Game Worlds, Stack Seeding, Tournaments, Varying Rule Sets
Capture together with Non-Renewable Resources
Geometric Progression together with Positive Feedback Loops
Can Be Modulated By
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Potentially Conflicting With
History
New pattern created in this wiki.