Difference between revisions of "Closure Points"

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(Relations)
(Relations)
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== Relations ==
 
== Relations ==
Modulates: [[Predictable Consequences]], [[Narration Structures]]
 
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Limited Foresight]],  
 
[[Limited Foresight]],  
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[[Higher-Level Closures as Gameplay Progresses]],  
 
[[Higher-Level Closures as Gameplay Progresses]],  
 
[[Irreversible Events]],  
 
[[Irreversible Events]],  
 +
[[Narration Structures]],
 
[[Quests]],  
 
[[Quests]],  
 
[[Save Points]],  
 
[[Save Points]],  
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 
[[Committed Goals]],  
 
[[Committed Goals]],  
[[Downtime]]
+
[[Downtime]],
 +
[[Predictable Consequences]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Revision as of 11:03, 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

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, Narration Structures, Quests, Save Points, Tournaments, Transfer of Control

Levels with Irreversible Events

Can Be Modulated By

Committed Goals, Downtime, Predictable Consequences

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

-