Difference between revisions of "Closure Points"

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(Examples)
(Examples)
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=== Examples ===
 
=== 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]].
 
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]].
 
==== Anti-Examples ====
 
optional
 
  
 
== Using the pattern ==
 
== Using the pattern ==

Revision as of 10:50, 7 July 2016

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

This pattern is a still a stub.

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

Irreversible Events Staries Higher-Level Closures as Gameplay Progresses Levels Excluding Goals Finale Levels Downtime Save Points

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

Value of Effort

with ...

Can Modulate

-

Can Be Instantiated By

Quests

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

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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