Difference between revisions of "Finale Levels"

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Rather obviously, [[Finale Levels]] can be created with the same design possibilities as [[Levels]]. However, to a certain extent, some [[Adventures]] can also be seen [[Finale Levels]] of [[Campaigns]]. An example of this is "Q1 Queen of the Demonweb Pits", which is the last [[Adventures|Adventure]] in the "Queen of the Demonweb Pits" supermodule<ref name="Q"/>.
 
Rather obviously, [[Finale Levels]] can be created with the same design possibilities as [[Levels]]. However, to a certain extent, some [[Adventures]] can also be seen [[Finale Levels]] of [[Campaigns]]. An example of this is "Q1 Queen of the Demonweb Pits", which is the last [[Adventures|Adventure]] in the "Queen of the Demonweb Pits" supermodule<ref name="Q"/>.
  
Given that [[Finale Levels]]  
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One typical difference between [[Finale Levels]] and other [[Levels]] is that they typically have more [[Challenging Gameplay]]. This to highlight the [[Tension]] in the finale, as well as potentially being the last piece of gameplay in the game as a whole.
 
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=== Can Be Modulated By ===
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[[Challenging Gameplay]]
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=== Diegetic Aspects ===
 
=== Diegetic Aspects ===

Revision as of 20:30, 28 December 2014

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

This pattern is a still a stub.

Examples

Left 4 Dead series

Using the pattern

Rather obviously, Finale Levels can be created with the same design possibilities as Levels. However, to a certain extent, some Adventures can also be seen Finale Levels of Campaigns. An example of this is "Q1 Queen of the Demonweb Pits", which is the last Adventure in the "Queen of the Demonweb Pits" supermodule[1].

One typical difference between Finale Levels and other Levels is that they typically have more Challenging Gameplay. This to highlight the Tension in the finale, as well as potentially being the last piece of gameplay in the game as a whole.

Diegetic Aspects

Interface Aspects

Narration Aspects

Finale Levels is a Narration Pattern. However, since Finale Levels are specifically crafted to be closures of narrative arcs, they do not work well in games that wish to have


Consequences

Can Instantiate

Higher-Level Closures as Gameplay Progresses, Levels, Scenes

Can Modulate

Adventures, Boss Monsters, Campaigns

Relations

Can Instantiate

Higher-Level Closures as Gameplay Progresses, Levels, Scenes

Can Modulate

Adventures, Boss Monsters, Campaigns

Can Be Instantiated By

-

Can Be Modulated By

Challenging Gameplay

Possible Closure Effects

-

Potentially Conflicting With

Never Ending Stories

History

New pattern created in this wiki. However, the pattern was inspired by the Finale entry on a Left 4 Dead wiki.

References

  1. Wikipedia entry for the "Queen of the Demonweb Pits" module.

Acknowledgements

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