Hovering Closures

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The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Rhythm-Based Actions Extended Actions Tension FUBAR Enjoyment Combos Turn Taking Levels Alignment Delayed Reciprocity Development Time Delayed Effects Cooldown Quests Predictable Consequences Complex Gameplay


Modulates: Quick Games

Can Instantiate

Anticipation, Emotional Engrossment, Uncommitted Alliances

Can Modulate

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Can Be Instantiated By

Betting, Configuration, Continuous Goals, Progress Indicators, Symmetry, The Show Must Go On, Ultra-Powerful Events

Narration Structures,

Can Be Modulated By

Time Limits

Possible Closure Effects

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Potentially Conflicting With

Surprises

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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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