Difference between revisions of "Closure Points"

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(Using the pattern)
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== Using the pattern ==
 
== Using the pattern ==
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A very common way of using [[Closure Points]] is to remove part of the game state to replace it with another. This can be done more specifically through [[Levels]] (especially for [[Finale Levels]]), [[Quests]], and [[Tournaments]]; [[Levels]] that are [[Irreversible Events]] due to not being able to reentered are stronger examples of how [[Levels]] can be [[Closure Points]]. 
  
A very common way of using [[Closure Points]] is to remove part of the game state to replace it with another. This can be done more specifically through [[Levels]] (and [[Finale Levels]]), [[Irreversible Events]], [[Quests]], and [[Tournaments]]
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However, not all [[Closure Points]] reduce game states, some instead hinder certain actions or game states to occur in the future. [[Irreversible Events]], [[Excluding Goals]], and [[Narration Structures]] are examples of how to create these types of [[Closure Points]]. Others [[Closure Points]] are closures because they make players safe from having to redo some things if they fail with actions in the future or because they significantly change what actions are available. [[Save Points]] is an example of the former while [[Transfer of Control]] is an example of the latter.
 
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=== Can Be Instantiated By ===
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[[Excluding Goals]],
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[[Narration Structures]],
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[[Save Points]],
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[[Transfer of Control]]
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[[Levels]] with [[Irreversible Events]]
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 09:12, 12 July 2016

Events during gameplay where pieces of the game state is, or can be, removed.

This pattern is a still a stub.

Note: This pattern describes closure points that can objectively be identifying through how they affect game states.

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

A very common way of using Closure Points is to remove part of the game state to replace it with another. This can be done more specifically through Levels (especially for Finale Levels), Quests, and Tournaments; Levels that are Irreversible Events due to not being able to reentered are stronger examples of how Levels can be Closure Points.

However, not all Closure Points reduce game states, some instead hinder certain actions or game states to occur in the future. Irreversible Events, Excluding Goals, and Narration Structures are examples of how to create these types of Closure Points. Others Closure Points are closures because they make players safe from having to redo some things if they fail with actions in the future or because they significantly change what actions are available. Save Points is an example of the former while Transfer of Control is an example of the latter.

Can Be Modulated By

Committed Goals, Downtime, Predictable Consequences

Narration Aspects

Since Closure Points tend to be manually designed, they are difficult to combine with Never Ending Stories.

Consequences

Closure Points is the prime means of ensuring that games can have Higher-Level Closures as Gameplay Progresses. It also lets players have clear gameplay points where they can have a chance to experience Value of Effort. They can also create Limited Foresight since these points often reduces the size of game states and creates new ones.

Relations

Can Instantiate

Higher-Level Closures as Gameplay Progresses, Limited Foresight, Value of Effort

Can Modulate

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Can Be Instantiated By

Excluding Goals, Finale Levels, Irreversible Events, Levels, 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

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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

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