Difference between revisions of "Higher-Level Closures as Gameplay Progresses"

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(Relations)
(Relations)
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== Relations ==
 
== Relations ==
  
Instantiated by: [[Combat]], [[Capture]], [[Empowerment]], [[Narration Structures]], [[Predetermined Story Structures]], [[Closure Points]],  
+
Instantiated by: [[Combat]], [[Capture]], [[Narration Structures]], [[Predetermined Story Structures]], [[Closure Points]],  
  
 
Modulated by: Limited Set of Actions, Overcome, Right Level of Difficulty
 
Modulated by: Limited Set of Actions, Overcome, Right Level of Difficulty
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 +
[[Empowerment]],
 +
[[Illusion of Influence]],
 
[[Tension]],  
 
[[Tension]],  
 
[[Varied Gameplay]]
 
[[Varied Gameplay]]

Revision as of 15:42, 27 July 2015

Closures that occur progressively become more important as the game is played.

This pattern is a still a stub

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Instantiated by: Combat, Capture, Narration Structures, Predetermined Story Structures, Closure Points,

Modulated by: Limited Set of Actions, Overcome, Right Level of Difficulty

Can Instantiate

Empowerment, Illusion of Influence, Tension, Varied Gameplay

Can Modulate

Encouraged Return Visits, Predetermined Story Structures

Can Be Instantiated By

Balancing Effects, Boss Monsters, Endgame, Eliminate, Extermination, Factions, Finale Levels, Game Element Insertion, Goal Hierarchies, Improved Abilities, Increasing Rewards, Last Man Standing, Player Elimination, Scores, Shrinking Game Worlds, Stack Seeding, Tournaments, Varying Rule Sets

Capture together with Non-Renewable Resources

Geometric Progression together with Positive Feedback Loops

Can Be Modulated By

-

Potentially Conflicting With

Persistent Game Worlds

History

New pattern created in this wiki.

References