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

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(Relations)
(Using the pattern)
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== Using the pattern ==
 
== Using the pattern ==
 +
=== Can Modulate ===
 +
[[Encouraged Return Visits]],
 +
[[Narration Structures]],
 +
[[Predetermined Story Structures]]
 +
 +
=== Can Be Instantiated By ===
 +
[[Balancing Effects]],
 +
[[Boss Monsters]],
 +
[[Challenging Gameplay]],
 +
[[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 ===
 +
[[Limited Set of Actions]],
 +
[[Overcome]]
 +
 +
=== Potentially Conflicting With ===
 +
[[Persistent Game Worlds]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===

Revision as of 12:17, 29 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

Can Modulate

Encouraged Return Visits, Narration Structures, Predetermined Story Structures

Can Be Instantiated By

Balancing Effects, Boss Monsters, Challenging Gameplay, 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

Limited Set of Actions, Overcome

Potentially Conflicting With

Persistent Game Worlds

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Can Instantiate

Closure Points, Empowerment, Illusion of Influence, Tension, Varied Gameplay

Can Modulate

Encouraged Return Visits, Narration Structures, Predetermined Story Structures

Can Be Instantiated By

Balancing Effects, Boss Monsters, Challenging Gameplay, 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

Limited Set of Actions, Overcome

Potentially Conflicting With

Persistent Game Worlds

Relations

Can Instantiate

Closure Points, Empowerment, Illusion of Influence, Tension, Varied Gameplay

Can Modulate

Encouraged Return Visits, Narration Structures, Predetermined Story Structures

Can Be Instantiated By

Balancing Effects, Boss Monsters, Challenging Gameplay, 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

Limited Set of Actions, Overcome

Potentially Conflicting With

Persistent Game Worlds

History

New pattern created in this wiki.

References