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

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Ways of achieving [[Higher-Level Closures as Gameplay Progresses]] depend on finding ways of making later closures more important that earlier ones. Most generally, [[Varying Rule Sets]] allow game designs to have more important closures later simply because more important actions and goals can be made only possible to achieve later in the gameplay. Slightly less general, the [[Endgame]] of a game is where the final effect of all players' efforts are resolved which collect at least some high level closures there and [[Goal Hierarchies]] let game designs have a structure to the closures, thereby making it possible to put more important ones later in the game. [[Boss Monsters]] and [[Finale Levels]] can be used in level designs to guarantee greater closures at specific points in the gameplay. [[Capture]] goals of [[Non-Renewable Resources]], [[Last Man Standing]], and [[Shrinking Game Worlds]] have in common that they ensure that later closures are more important than earlier ones simple because there are fewer game elements or space in the later ones. [[Extermination]], [[Player Elimination]] and [[Tournaments]] can do the same but with players; [[Extermination]] also is likely to be an [[Endgame]] phase and typically have the effect of later closures focusing on fewer players as per [[Last Man Standing]]. [[Game Element Insertion]], [[Improved Abilities]], [[Increasing Rewards]], or [[Geometric Progression]] together with [[Positive Feedback Loops]] instead make later closures more important since the effects they contain are larger than the earlier ones. [[Stack Seeding]] doesn't automatically do this but lets game designs be structured this way if wanted.  
 
Ways of achieving [[Higher-Level Closures as Gameplay Progresses]] depend on finding ways of making later closures more important that earlier ones. Most generally, [[Varying Rule Sets]] allow game designs to have more important closures later simply because more important actions and goals can be made only possible to achieve later in the gameplay. Slightly less general, the [[Endgame]] of a game is where the final effect of all players' efforts are resolved which collect at least some high level closures there and [[Goal Hierarchies]] let game designs have a structure to the closures, thereby making it possible to put more important ones later in the game. [[Boss Monsters]] and [[Finale Levels]] can be used in level designs to guarantee greater closures at specific points in the gameplay. [[Capture]] goals of [[Non-Renewable Resources]], [[Last Man Standing]], and [[Shrinking Game Worlds]] have in common that they ensure that later closures are more important than earlier ones simple because there are fewer game elements or space in the later ones. [[Extermination]], [[Player Elimination]] and [[Tournaments]] can do the same but with players; [[Extermination]] also is likely to be an [[Endgame]] phase and typically have the effect of later closures focusing on fewer players as per [[Last Man Standing]]. [[Game Element Insertion]], [[Improved Abilities]], [[Increasing Rewards]], or [[Geometric Progression]] together with [[Positive Feedback Loops]] instead make later closures more important since the effects they contain are larger than the earlier ones. [[Stack Seeding]] doesn't automatically do this but lets game designs be structured this way if wanted.  
  
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While [[Winning by Ending Gameplay]] makes the winning closure the last part of gameplay, [[Winner determined after Gameplay Ends]] can make all closures important right up until gameplay ends as long as at least some [[Secret Scoring Mechanisms]] is used. Due to this, [[Higher-Level Closures as Gameplay Progresses]] appear quite naturally in all games except [[Unwinnable Games]].
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 04:57, 30 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, Challenging Gameplay, Factions,

Ways of achieving Higher-Level Closures as Gameplay Progresses depend on finding ways of making later closures more important that earlier ones. Most generally, Varying Rule Sets allow game designs to have more important closures later simply because more important actions and goals can be made only possible to achieve later in the gameplay. Slightly less general, the Endgame of a game is where the final effect of all players' efforts are resolved which collect at least some high level closures there and Goal Hierarchies let game designs have a structure to the closures, thereby making it possible to put more important ones later in the game. Boss Monsters and Finale Levels can be used in level designs to guarantee greater closures at specific points in the gameplay. Capture goals of Non-Renewable Resources, Last Man Standing, and Shrinking Game Worlds have in common that they ensure that later closures are more important than earlier ones simple because there are fewer game elements or space in the later ones. Extermination, Player Elimination and Tournaments can do the same but with players; Extermination also is likely to be an Endgame phase and typically have the effect of later closures focusing on fewer players as per Last Man Standing. Game Element Insertion, Improved Abilities, Increasing Rewards, or Geometric Progression together with Positive Feedback Loops instead make later closures more important since the effects they contain are larger than the earlier ones. Stack Seeding doesn't automatically do this but lets game designs be structured this way if wanted.

While Winning by Ending Gameplay makes the winning closure the last part of gameplay, Winner determined after Gameplay Ends can make all closures important right up until gameplay ends as long as at least some Secret Scoring Mechanisms is used. Due to this, Higher-Level Closures as Gameplay Progresses appear quite naturally in all games except Unwinnable Games.

Can Be Modulated By

Limited Set of Actions, Overcome

Potentially Conflicting With

Persistent Game Worlds

Narrative Aspects

While closures and increases of them are typically present in narratives, as a gameplay pattern Higher-Level Closures as Gameplay Progresses does not necessarily have any connection to those types of closures.

Consequences

As Higher-Level Closures as Gameplay Progresses provide closures they also provide Closure Points. They typically also make games have Tension and give players the sense of Empowerment and an Illusion of Influence. They may be linked to Predetermined Story Structures or Narration Structures in games and thereby affect these.

In games with Encouraged Return Visits, Higher-Level Closures as Gameplay Progresses can support the other methods used to encourage players to return by making the closures associated with them stronger as gameplay time progresses.

Relations

Can Instantiate

Closure Points, Empowerment, Illusion of Influence, Tension

Can Modulate

Encouraged Return Visits, Narration Structures, Predetermined Story Structures

Can Be Instantiated By

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

Capture together with Non-Renewable Resources

Geometric Progression together with Positive Feedback Loops

Secret Scoring Mechanisms together with Winner determined after Gameplay Ends

Can Be Modulated By

Limited Set of Actions, Overcome

Potentially Conflicting With

Persistent Game Worlds, Unwinnable Games

History

New pattern created in this wiki.

References