http://virt10.itu.chalmers.se/index.php?title=Higher-Level_Closures_as_Gameplay_Progresses&feed=atom&action=historyHigher-Level Closures as Gameplay Progresses - Revision history2024-03-29T07:48:50ZRevision history for this page on the wikiMediaWiki 1.26.2http://virt10.itu.chalmers.se/index.php?title=Higher-Level_Closures_as_Gameplay_Progresses&diff=27497&oldid=prevStaffan Björk: /* Relations */2022-08-25T14:26:29Z<p><span dir="auto"><span class="autocomment">Relations</span></span></p>
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</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Higher-Level_Closures_as_Gameplay_Progresses&diff=25375&oldid=prevStaffan Björk at 08:32, 3 September 20162016-09-03T08:32:29Z<p></p>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>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 and successful design of [[Challenging Gameplay]] throughout a game implies that the challenges have become steadily more difficult and thereby the closures steadily more intense. 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. Another example of using [[Goal Hierarchies]] to provide [[Higher-Level Closures as Gameplay Progresses]] is to let players successively move higher up in [[Factions]].[[Conditional Passageways]] allow the structuring of [[Higher-Level Closures as Gameplay Progresses]] through spatial means and related to this, [[Boss Monsters]] and [[Finale Levels]] can be used in level designs in this sense to guarantee greater closures at specific points in the gameplay (and shows how [[Higher-Level Closures as Gameplay Progresses]] can modify [[Overcome]] goals).   </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>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 and successful design of [[Challenging Gameplay]] throughout a game implies that the challenges have become steadily more difficult and thereby the closures steadily more intense. 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. Another example of using [[Goal Hierarchies]] to provide [[Higher-Level Closures as Gameplay Progresses]] is to let players successively move higher up in [[Factions]].[[Conditional Passageways]] allow the structuring of [[Higher-Level Closures as Gameplay Progresses]] through spatial means and related to this, [[Boss Monsters]] and [[Finale Levels]] can be used in level designs in this sense to guarantee greater closures at specific points in the gameplay (and shows how [[Higher-Level Closures as Gameplay Progresses]] can modify [[Overcome]] goals).   </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[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]]. [[Limited Set of Actions]] can make closures more intense by stripping players of possibilities but this does require that the closures already exist as potentialities. [[Balancing Effects]] can provide [[Higher-Level Closures as Gameplay Progresses]] by avoiding to make early closure game-breaking ones and thereby guarantee the importance of later closures. [[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 let game designs be structured this way if wanted. [[Red Queen <del class="diffchange diffchange-inline">Dilemma</del>]] <del class="diffchange diffchange-inline">provides </del>the illusion of [[Higher-Level Closures as Gameplay Progresses]] but since the pattern can be subjectively perceived, this may work just as well as actually having the intensity of the gameplay closures increase by some other mean.  </div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[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]]. [[Limited Set of Actions]] can make closures more intense by stripping players of possibilities but this does require that the closures already exist as potentialities. [[Balancing Effects]] can provide [[Higher-Level Closures as Gameplay Progresses]] by avoiding to make early closure game-breaking ones and thereby guarantee the importance of later closures. [[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 let game designs be structured this way if wanted. [[Red Queen <ins class="diffchange diffchange-inline">Dilemmas</ins>]] <ins class="diffchange diffchange-inline">provide </ins>the illusion of [[Higher-Level Closures as Gameplay Progresses]] but since the pattern can be subjectively perceived, this may work just as well as actually having the intensity of the gameplay closures increase by some other mean.  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>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]]. [[Persistent Game Worlds]] share with [[Unwinnable Games]] that it is difficult to steadily increase the intensity of closure so both these patterns are generally not possible to combine with [[Higher-Level Closures as Gameplay Progresses]].  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>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]]. [[Persistent Game Worlds]] share with [[Unwinnable Games]] that it is difficult to steadily increase the intensity of closure so both these patterns are generally not possible to combine with [[Higher-Level Closures as Gameplay Progresses]].  </div></td></tr>
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<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[Red Queen <del class="diffchange diffchange-inline">Dilemma</del>]],  </div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[Red Queen <ins class="diffchange diffchange-inline">Dilemmas</ins>]],  </div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Stack Seeding]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Stack Seeding]],  </div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Higher-Level_Closures_as_Gameplay_Progresses&diff=25367&oldid=prevStaffan Björk at 08:22, 3 September 20162016-09-03T08:22:59Z<p></p>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 08:22, 3 September 2016</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Using the pattern ==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Using the pattern ==</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Ways of achieving [[Higher-Level Closures as Gameplay Progresses]] depend on finding ways of making later closures more important that earlier ones. Since the experience of closures are highly subjective, the pattern is a subjective one and even more so than for other patterns ensuring its presence in game designs typically needs to be verified by play tests. However, using [[Closure Points]] and [[Access Rewards]] to organize closure possibilities is probably the most general way of causing [[Higher-Level Closures as Gameplay Progresses]] simply by denying players to chance to have some closures before others.  </div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Ways of achieving [[Higher-Level Closures as Gameplay Progresses]] depend on finding ways of making later closures more important that earlier ones. Since the experience of closures are highly subjective, the pattern is a subjective one and even more so than for other patterns ensuring its presence in game designs typically needs to be verified by play tests. However, using [[Closure Points]] and [[Access Rewards]] to organize closure possibilities is probably the most general way of causing [[Higher-Level Closures as Gameplay Progresses]] simply by denying players to chance to have some closures before others<ins class="diffchange diffchange-inline">. [[Ever Increasing Difficulty]] achieves this more generally, but since the challenges used in such design solutions may be similar to each other this similarity may water down the closure experiences they provide</ins>.  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>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 and successful design of [[Challenging Gameplay]] throughout a game implies that the challenges have become steadily more difficult and thereby the closures steadily more intense. 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. Another example of using [[Goal Hierarchies]] to provide [[Higher-Level Closures as Gameplay Progresses]] is to let players successively move higher up in [[Factions]].[[Conditional Passageways]] allow the structuring of [[Higher-Level Closures as Gameplay Progresses]] through spatial means and related to this, [[Boss Monsters]] and [[Finale Levels]] can be used in level designs in this sense to guarantee greater closures at specific points in the gameplay (and shows how [[Higher-Level Closures as Gameplay Progresses]] can modify [[Overcome]] goals).   </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>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 and successful design of [[Challenging Gameplay]] throughout a game implies that the challenges have become steadily more difficult and thereby the closures steadily more intense. 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. Another example of using [[Goal Hierarchies]] to provide [[Higher-Level Closures as Gameplay Progresses]] is to let players successively move higher up in [[Factions]].[[Conditional Passageways]] allow the structuring of [[Higher-Level Closures as Gameplay Progresses]] through spatial means and related to this, [[Boss Monsters]] and [[Finale Levels]] can be used in level designs in this sense to guarantee greater closures at specific points in the gameplay (and shows how [[Higher-Level Closures as Gameplay Progresses]] can modify [[Overcome]] goals).   </div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l51" >Line 51:</td>
<td colspan="2" class="diff-lineno">Line 51:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Conditional Passageways]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Conditional Passageways]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Endgame]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Endgame]],  </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Ever Increasing Difficulty]], </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Extermination]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Extermination]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Finale Levels]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Finale Levels]],  </div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Higher-Level_Closures_as_Gameplay_Progresses&diff=24508&oldid=prevStaffan Björk at 08:38, 12 July 20162016-07-12T08:38:57Z<p></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;' lang='en'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 08:38, 12 July 2016</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l16" >Line 16:</td>
<td colspan="2" class="diff-lineno">Line 16:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Using the pattern ==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Using the pattern ==</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Ways of achieving [[Higher-Level Closures as Gameplay Progresses]] depend on finding ways of making later closures more important that earlier ones. Since the experience of closures are highly subjective, the pattern is a subjective one and even more so than for other patterns ensuring its presence in game designs typically needs to be verified by play tests. However, using [[Access Rewards]] to organize closure possibilities is probably the most general way of causing [[Higher-Level Closures as Gameplay Progresses]] simply by denying players to chance to have some closures before others.  </div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Ways of achieving [[Higher-Level Closures as Gameplay Progresses]] depend on finding ways of making later closures more important that earlier ones. Since the experience of closures are highly subjective, the pattern is a subjective one and even more so than for other patterns ensuring its presence in game designs typically needs to be verified by play tests. However, using <ins class="diffchange diffchange-inline">[[Closure Points]] and </ins>[[Access Rewards]] to organize closure possibilities is probably the most general way of causing [[Higher-Level Closures as Gameplay Progresses]] simply by denying players to chance to have some closures before others.  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>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 and successful design of [[Challenging Gameplay]] throughout a game implies that the challenges have become steadily more difficult and thereby the closures steadily more intense. 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. Another example of using [[Goal Hierarchies]] to provide [[Higher-Level Closures as Gameplay Progresses]] is to let players successively move higher up in [[Factions]].[[Conditional Passageways]] allow the structuring of [[Higher-Level Closures as Gameplay Progresses]] through spatial means and related to this, [[Boss Monsters]] and [[Finale Levels]] can be used in level designs in this sense to guarantee greater closures at specific points in the gameplay (and shows how [[Higher-Level Closures as Gameplay Progresses]] can modify [[Overcome]] goals).   </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>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 and successful design of [[Challenging Gameplay]] throughout a game implies that the challenges have become steadily more difficult and thereby the closures steadily more intense. 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. Another example of using [[Goal Hierarchies]] to provide [[Higher-Level Closures as Gameplay Progresses]] is to let players successively move higher up in [[Factions]].[[Conditional Passageways]] allow the structuring of [[Higher-Level Closures as Gameplay Progresses]] through spatial means and related to this, [[Boss Monsters]] and [[Finale Levels]] can be used in level designs in this sense to guarantee greater closures at specific points in the gameplay (and shows how [[Higher-Level Closures as Gameplay Progresses]] can modify [[Overcome]] goals).   </div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l28" >Line 28:</td>
<td colspan="2" class="diff-lineno">Line 28:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Consequences ==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Consequences ==</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del class="diffchange diffchange-inline">As </del>[[Higher-Level Closures as Gameplay Progresses]] <del class="diffchange diffchange-inline">provide closures they also provide [[Closure Points]]. They </del>typically <del class="diffchange diffchange-inline">also </del>make games have [[Tension]] and give players the sense of [[Empowerment]] and an [[Illusion of Influence]].  </div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[Higher-Level Closures as Gameplay Progresses]] typically make games have [[Tension]] and give players the sense of [[Empowerment]] and an [[Illusion of Influence]].  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>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.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>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.</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l34" >Line 34:</td>
<td colspan="2" class="diff-lineno">Line 34:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Relations ==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Relations ==</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Can Instantiate ===</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Can Instantiate ===</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;">[[Closure Points]], </del></div></td><td colspan="2"> </td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Empowerment]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Empowerment]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Illusion of Influence]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Illusion of Influence]],  </div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l49" >Line 49:</td>
<td colspan="2" class="diff-lineno">Line 48:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Boss Monsters]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Boss Monsters]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Challenging Gameplay]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Challenging Gameplay]],  </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Closure Points]], </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Conditional Passageways]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Conditional Passageways]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Endgame]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Endgame]],  </div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Higher-Level_Closures_as_Gameplay_Progresses&diff=23556&oldid=prevStaffan Björk at 08:31, 12 August 20152015-08-12T08:31:08Z<p></p>
<table class='diff diff-contentalign-left'>
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<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;' lang='en'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 08:31, 12 August 2015</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l16" >Line 16:</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Using the pattern ==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Using the pattern ==</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Ways of achieving [[Higher-Level Closures as Gameplay Progresses]] depend on finding ways of making later closures more important that earlier ones. Since the experience of closures are highly subjective, the pattern is a subjective one and even more so than for other patterns ensuring its presence in game designs typically needs to be verified by play tests.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Ways of achieving [[Higher-Level Closures as Gameplay Progresses]] depend on finding ways of making later closures more important that earlier ones. Since the experience of closures are highly subjective, the pattern is a subjective one and even more so than for other patterns ensuring its presence in game designs typically needs to be verified by play tests<ins class="diffchange diffchange-inline">. However, using [[Access Rewards]] to organize closure possibilities is probably the most general way of causing [[Higher-Level Closures as Gameplay Progresses]] simply by denying players to chance to have some closures before others</ins>.  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>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 and successful design of [[Challenging Gameplay]] throughout a game implies that the challenges have become steadily more difficult and thereby the closures steadily more intense. 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 in this sense to guarantee greater closures at specific points in the gameplay (and shows how [[Higher-Level Closures as Gameplay Progresses]] can modify [[Overcome]] goals). <del class="diffchange diffchange-inline">Another example of using [[Goal Hierarchies]] to provide [[Higher-Level Closures as Gameplay Progresses]] is to let players successively move higher up in [[Factions]]. </del></div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>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 and successful design of [[Challenging Gameplay]] throughout a game implies that the challenges have become steadily more difficult and thereby the closures steadily more intense. 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. <ins class="diffchange diffchange-inline">Another example of using [[Goal Hierarchies]] to provide [[Higher-Level Closures as Gameplay Progresses]] is to let players successively move higher up in [[Factions]].[[Conditional Passageways]] allow the structuring of [[Higher-Level Closures as Gameplay Progresses]] through spatial means and related to this, </ins>[[Boss Monsters]] and [[Finale Levels]] can be used in level designs in this sense to guarantee greater closures at specific points in the gameplay (and shows how [[Higher-Level Closures as Gameplay Progresses]] can modify [[Overcome]] goals). <ins class="diffchange diffchange-inline"> </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[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]]. [[Limited Set of Actions]] can make closures more intense by stripping players of possibilities but this does require that the closures already exist as potentialities. [[Balancing Effects]] can provide [[Higher-Level Closures as Gameplay Progresses]] by avoiding to make early closure game-breaking ones and thereby guarantee the importance of later closures. [[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 let game designs be structured this way if wanted. [[Red Queen Dilemma]] provides the illusion of [[Higher-Level Closures as Gameplay Progresses]] but since the pattern can be subjectively perceived, this may work just as well as actually having the intensity of the gameplay closures increase by some other mean.  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[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]]. [[Limited Set of Actions]] can make closures more intense by stripping players of possibilities but this does require that the closures already exist as potentialities. [[Balancing Effects]] can provide [[Higher-Level Closures as Gameplay Progresses]] by avoiding to make early closure game-breaking ones and thereby guarantee the importance of later closures. [[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 let game designs be structured this way if wanted. [[Red Queen Dilemma]] provides the illusion of [[Higher-Level Closures as Gameplay Progresses]] but since the pattern can be subjectively perceived, this may work just as well as actually having the intensity of the gameplay closures increase by some other mean.  </div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Can Be Instantiated By ===</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Can Be Instantiated By ===</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Access Rewards]], </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Balancing Effects]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Balancing Effects]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Boss Monsters]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Boss Monsters]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Challenging Gameplay]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Challenging Gameplay]],  </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Conditional Passageways]], </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Endgame]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Endgame]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Extermination]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Extermination]],  </div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Higher-Level_Closures_as_Gameplay_Progresses&diff=22431&oldid=prevStaffan Björk at 05:57, 30 July 20152015-07-30T05:57:40Z<p></p>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 05:57, 30 July 2015</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Category:Patterns]]</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Category:Patterns]]</div></td></tr>
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</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Higher-Level_Closures_as_Gameplay_Progresses&diff=22430&oldid=prevStaffan Björk at 05:57, 30 July 20152015-07-30T05:57:02Z<p></p>
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<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[Category:<del class="diffchange diffchange-inline">Stub</del>]]</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[Category:<ins class="diffchange diffchange-inline">To be Published</ins>]]</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>''Closures that occur progressively become more important as the game is played.''</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>''Closures that occur progressively become more important as the game is played.''</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Using the pattern ==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Using the pattern ==</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Ways of achieving [[Higher-Level Closures as Gameplay Progresses]] depend on finding ways of making later closures more important that earlier ones. Since the experience of closures are highly subjective, the pattern is a subjective one and even more so <del class="diffchange diffchange-inline">that </del>for other patterns ensuring its presence in game designs typically needs to be verified by play tests.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Ways of achieving [[Higher-Level Closures as Gameplay Progresses]] depend on finding ways of making later closures more important that earlier ones. Since the experience of closures are highly subjective, the pattern is a subjective one and even more so <ins class="diffchange diffchange-inline">than </ins>for other patterns ensuring its presence in game designs typically needs to be verified by play tests.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>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 and successful design of [[Challenging Gameplay]] throughout a game implies that the challenges have become steadily more difficult and thereby the closures steadily more intense. 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 in this sense to guarantee greater closures at specific points in the gameplay (and shows how [[Higher-Level Closures as Gameplay Progresses]] can modify [[Overcome]] goals). Another example of using [[Goal Hierarchies]] to provide [[Higher-Level Closures as Gameplay Progresses]] is to let players successively move higher up in [[Factions]].  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>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 and successful design of [[Challenging Gameplay]] throughout a game implies that the challenges have become steadily more difficult and thereby the closures steadily more intense. 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 in this sense to guarantee greater closures at specific points in the gameplay (and shows how [[Higher-Level Closures as Gameplay Progresses]] can modify [[Overcome]] goals). Another example of using [[Goal Hierarchies]] to provide [[Higher-Level Closures as Gameplay Progresses]] is to let players successively move higher up in [[Factions]].  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[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]]. [[Limited Set of Actions]] can make closures more intense by stripping players of possibilities but this does require that the closures already exist as potentialities. [[Balancing Effects]] can provide [[Higher-Level Closures as Gameplay Progresses]] by avoiding to make early closure game-breaking ones and thereby guarantee the importance of later closures. [[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 <del class="diffchange diffchange-inline">lets </del>game designs be structured this way if wanted. [[Red Queen Dilemma]] provides the illusion of [[Higher-Level Closures as Gameplay Progresses]] but since the pattern can be subjectively perceived, this may work just as well as actually having the intensity of the gameplay closures increase by some other mean.  </div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[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]]. [[Limited Set of Actions]] can make closures more intense by stripping players of possibilities but this does require that the closures already exist as potentialities. [[Balancing Effects]] can provide [[Higher-Level Closures as Gameplay Progresses]] by avoiding to make early closure game-breaking ones and thereby guarantee the importance of later closures. [[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 <ins class="diffchange diffchange-inline">let </ins>game designs be structured this way if wanted. [[Red Queen Dilemma]] provides the illusion of [[Higher-Level Closures as Gameplay Progresses]] but since the pattern can be subjectively perceived, this may work just as well as actually having the intensity of the gameplay closures increase by some other mean.  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>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]]. [[Persistent Game Worlds]] share with [[Unwinnable Games]] that it is difficult to steadily increase the intensity of closure so both these patterns are generally not possible to combine with [[Higher-Level Closures as Gameplay Progresses]].  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>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]]. [[Persistent Game Worlds]] share with [[Unwinnable Games]] that it is difficult to steadily increase the intensity of closure so both these patterns are generally not possible to combine with [[Higher-Level Closures as Gameplay Progresses]].  </div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Higher-Level_Closures_as_Gameplay_Progresses&diff=22429&oldid=prevStaffan Björk at 05:54, 30 July 20152015-07-30T05:54:37Z<p></p>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 05:54, 30 July 2015</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Category:Patterns]]</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Category:Patterns]]</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Category:Subjective Patterns]]</ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Category:Aesthetic Patterns]]</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Category:Aesthetic Patterns]]</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Category:Needs work]]</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Category:Needs work]]</div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Higher-Level_Closures_as_Gameplay_Progresses&diff=22428&oldid=prevStaffan Björk: /* Using the pattern */2015-07-30T05:54:16Z<p><span dir="auto"><span class="autocomment">Using the pattern</span></span></p>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 05:54, 30 July 2015</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Using the pattern ==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Using the pattern ==</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Ways of achieving [[Higher-Level Closures as Gameplay Progresses]] depend on finding ways of making later closures more important that earlier ones. <del class="diffchange diffchange-inline">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 </del>the <del class="diffchange diffchange-inline">gameplay and successful design </del>of <del class="diffchange diffchange-inline">[[Challenging Gameplay]] throughout a game implies that the challenges have become steadily more difficult and thereby the </del>closures <del class="diffchange diffchange-inline">steadily more intense. Slightly less general</del>, the <del class="diffchange diffchange-inline">[[Endgame]] of </del>a <del class="diffchange diffchange-inline">game is where the final effect of all players' efforts are resolved which collect at least some high level closures there </del>and <del class="diffchange diffchange-inline">[[Goal Hierarchies]] let game designs have a structure to the closures, thereby making it possible to put </del>more <del class="diffchange diffchange-inline">important ones later </del>in <del class="diffchange diffchange-inline">the </del>game<del class="diffchange diffchange-inline">. [[Boss Monsters]] and [[Finale Levels]] can be used in level </del>designs <del class="diffchange diffchange-inline">in this sense </del>to <del class="diffchange diffchange-inline">guarantee greater closures at specific points in the gameplay (and shows how [[Higher-Level Closures as Gameplay Progresses]] can modify [[Overcome]] goals). Another example of using [[Goal Hierarchies]] to provide [[Higher-Level Closures as Gameplay Progresses]] is to let players successively move higher up in [[Factions]]</del>.  </div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Ways of achieving [[Higher-Level Closures as Gameplay Progresses]] depend on finding ways of making later closures more important that earlier ones. <ins class="diffchange diffchange-inline">Since </ins>the <ins class="diffchange diffchange-inline">experience </ins>of closures <ins class="diffchange diffchange-inline">are highly subjective</ins>, the <ins class="diffchange diffchange-inline">pattern is </ins>a <ins class="diffchange diffchange-inline">subjective one </ins>and <ins class="diffchange diffchange-inline">even </ins>more <ins class="diffchange diffchange-inline">so that for other patterns ensuring its presence </ins>in game designs <ins class="diffchange diffchange-inline">typically needs </ins>to <ins class="diffchange diffchange-inline">be verified by play tests</ins>.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[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]]. [[Limited Set of Actions]] can make closures more intense by stripping players of possibilities but this does require that the closures already exist as potentialities. [[Balancing Effects]] can provide [[Higher-Level Closures as Gameplay Progresses]] by avoiding to make early closure game-breaking ones and thereby guarantee the importance of later closures. [[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.  </div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">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 and successful design of [[Challenging Gameplay]] throughout a game implies that the challenges have become steadily more difficult and thereby the closures steadily more intense. 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 in this sense to guarantee greater closures at specific points in the gameplay (and shows how [[Higher-Level Closures as Gameplay Progresses]] can modify [[Overcome]] goals). Another example of using [[Goal Hierarchies]] to provide [[Higher-Level Closures as Gameplay Progresses]] is to let players successively move higher up in [[Factions]]. </ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[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]]. [[Limited Set of Actions]] can make closures more intense by stripping players of possibilities but this does require that the closures already exist as potentialities. [[Balancing Effects]] can provide [[Higher-Level Closures as Gameplay Progresses]] by avoiding to make early closure game-breaking ones and thereby guarantee the importance of later closures. [[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<ins class="diffchange diffchange-inline">. [[Red Queen Dilemma]] provides the illusion of [[Higher-Level Closures as Gameplay Progresses]] but since the pattern can be subjectively perceived, this may work just as well as actually having the intensity of the gameplay closures increase by some other mean</ins>.  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>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]]. [[Persistent Game Worlds]] share with [[Unwinnable Games]] that it is difficult to steadily increase the intensity of closure so both these patterns are generally not possible to combine with [[Higher-Level Closures as Gameplay Progresses]].  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>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]]. [[Persistent Game Worlds]] share with [[Unwinnable Games]] that it is difficult to steadily increase the intensity of closure so both these patterns are generally not possible to combine with [[Higher-Level Closures as Gameplay Progresses]].  </div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Higher-Level_Closures_as_Gameplay_Progresses&diff=22427&oldid=prevStaffan Björk at 05:50, 30 July 20152015-07-30T05:50:32Z<p></p>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 05:50, 30 July 2015</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l9" >Line 9:</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>''Closures that occur progressively become more important as the game is played.''</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>''Closures that occur progressively become more important as the game is played.''</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del class="diffchange diffchange-inline">This pattern </del>is <del class="diffchange diffchange-inline">a still a stub</del></div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">Games typically want to keep players engaged in playing them, and one way of doing this </ins>is <ins class="diffchange diffchange-inline">providing closures. However, to continue keeping players engage these closures typically need to become more intense over time. For this reason, many games tend to have structures so to ensure [[Higher-Level Closures as Gameplay Progresses]].</ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Examples ===</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Examples ===</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">Games using levels, e.g. the [[Portal series|Portal]], [[Super Mario series|Super Mario]], and [[Tomb Raider series]], have more challenging ones later in the games. In addition, individual levels typically have more difficult enemies or challenges at the end of them and the overarching narration is typically presented so these move in line with the intensity of the gameplay closures. </ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">Games such as [[Master of Orion]] and the [[Civilization (video game) series|Civilization series]] provide [[Higher-Level Closures as Gameplay Progresses]] both by making more powerful technologies and units available as players progress and by intensifying the competition between players more and more as gameplay time passes.</ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Using the pattern ==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Using the pattern ==</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>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 and successful design of [[Challenging Gameplay]] throughout a game implies that the challenges have become steadily more difficult and thereby the closures steadily more intense. 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 in this sense to guarantee greater closures at specific points in the gameplay (and shows how [[Higher-Level Closures as Gameplay Progresses]] can modify [[Overcome]] goals). Another example of using [[Goal Hierarchies]] to provide [[Higher-Level Closures as Gameplay Progresses]] is to let players successively move higher up in [[Factions]].  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>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 and successful design of [[Challenging Gameplay]] throughout a game implies that the challenges have become steadily more difficult and thereby the closures steadily more intense. 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 in this sense to guarantee greater closures at specific points in the gameplay (and shows how [[Higher-Level Closures as Gameplay Progresses]] can modify [[Overcome]] goals). Another example of using [[Goal Hierarchies]] to provide [[Higher-Level Closures as Gameplay Progresses]] is to let players successively move higher up in [[Factions]].  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[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]]. [[Limited Set of Actions]] can make closures more intense by stripping players of possibilities but this does require that the closures already exist as potentialities. [[Balancing Effects]] can provide [[Higher-Level Closures as Gameplay Progresses]] by avoiding to make early closure game-breaking ones and thereby <del class="diffchange diffchange-inline">ensure </del>the importance of later closures. [[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.  </div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[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]]. [[Limited Set of Actions]] can make closures more intense by stripping players of possibilities but this does require that the closures already exist as potentialities. [[Balancing Effects]] can provide [[Higher-Level Closures as Gameplay Progresses]] by avoiding to make early closure game-breaking ones and thereby <ins class="diffchange diffchange-inline">guarantee </ins>the importance of later closures. [[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.  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>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]]. [[Persistent Game Worlds]] share with [[Unwinnable Games]] that it is difficult to steadily increase the intensity of closure so both these patterns are generally not possible to combine with [[Higher-Level Closures as Gameplay Progresses]].  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>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]]. [[Persistent Game Worlds]] share with [[Unwinnable Games]] that it is difficult to steadily increase the intensity of closure so both these patterns are generally not possible to combine with [[Higher-Level Closures as Gameplay Progresses]].  </div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Last Man Standing]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Last Man Standing]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Player Elimination]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Player Elimination]],  </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Red Queen Dilemma]], </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Shrinking Game Worlds]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Shrinking Game Worlds]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Stack Seeding]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Stack Seeding]],  </div></td></tr>
</table>Staffan Björk