Difference between revisions of "Closure Points"

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(Relations)
(Relations)
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== Relations ==
 
== Relations ==
Instantiates: [[Limited Foresight]]
 
 
 
Modulates: [[Predictable Consequences]], [[Narration Structures]]
 
Modulates: [[Predictable Consequences]], [[Narration Structures]]
 
Instantiated by: [[Tournaments]], [[Transfer of Control]]
 
 
Modulated by: [[Committed Goals]]
 
 
Potentially conflicting with: [[Never Ending Stories]]
 
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 +
[[Limited Foresight]],
 
[[Value of Effort]]
 
[[Value of Effort]]
  
Line 48: Line 40:
 
[[Irreversible Events]],  
 
[[Irreversible Events]],  
 
[[Quests]],  
 
[[Quests]],  
[[Save Points]]
+
[[Save Points]],
 +
[[Tournaments]],
 +
[[Transfer of Control]]
  
 
[[Levels]] with [[Irreversible Events]]
 
[[Levels]] with [[Irreversible Events]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
[[Committed Goals]],
 
[[Downtime]]
 
[[Downtime]]
  
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
-
+
[[Never Ending Stories]]
  
 
== History ==
 
== History ==

Revision as of 10:57, 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

Modulates: Predictable Consequences, Narration Structures

Can Instantiate

Limited Foresight, Value of Effort

Can Modulate

-

Can Be Instantiated By

Excluding Goals, Finale Levels, Higher-Level Closures as Gameplay Progresses, Irreversible Events, Quests, Save Points, Tournaments, Transfer of Control

Levels with Irreversible Events

Can Be Modulated By

Committed Goals, Downtime

Possible Closure Effects

-

Potentially Conflicting With

Never Ending Stories

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

-