Difference between revisions of "Higher-Level Closures as Gameplay Progresses"
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== Consequences == | == Consequences == | ||
− | == | + | === Can Instantiate === |
− | + | [[Closure Points]], | |
+ | [[Empowerment]], | ||
+ | [[Illusion of Influence]], | ||
+ | [[Tension]], | ||
+ | [[Varied Gameplay]] | ||
− | + | === Can Modulate === | |
+ | [[Encouraged Return Visits]], | ||
+ | [[Narration Structures]], | ||
+ | [[Predetermined Story Structures]] | ||
+ | === Can Be Instantiated By === | ||
+ | [[Balancing Effects]], | ||
+ | [[Boss Monsters]], | ||
+ | [[Challenging Gameplay]], | ||
+ | [[Endgame]], | ||
+ | [[Eliminate]], | ||
+ | [[Extermination]], | ||
+ | [[Factions]], | ||
+ | [[Finale Levels]], | ||
+ | [[Game Element Insertion]], | ||
+ | [[Goal Hierarchies]], | ||
+ | [[Improved Abilities]], | ||
+ | [[Increasing Rewards]], | ||
+ | [[Last Man Standing]], | ||
+ | [[Player Elimination]], | ||
+ | [[Scores]], | ||
+ | [[Shrinking Game Worlds]], | ||
+ | [[Stack Seeding]], | ||
+ | [[Tournaments]], | ||
+ | [[Varying Rule Sets]] | ||
+ | |||
+ | [[Capture]] together with [[Non-Renewable Resources]] | ||
+ | |||
+ | [[Geometric Progression]] together with [[Positive Feedback Loops]] | ||
+ | |||
+ | === Can Be Modulated By === | ||
+ | [[Limited Set of Actions]], | ||
+ | [[Overcome]] | ||
+ | |||
+ | === Potentially Conflicting With === | ||
+ | [[Persistent Game Worlds]] | ||
+ | |||
+ | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
[[Closure Points]], | [[Closure Points]], | ||
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=== Can Modulate === | === Can Modulate === | ||
[[Encouraged Return Visits]], | [[Encouraged Return Visits]], | ||
+ | [[Narration Structures]], | ||
[[Predetermined Story Structures]] | [[Predetermined Story Structures]] | ||
Line 42: | Line 83: | ||
[[Balancing Effects]], | [[Balancing Effects]], | ||
[[Boss Monsters]], | [[Boss Monsters]], | ||
+ | [[Challenging Gameplay]], | ||
[[Endgame]], | [[Endgame]], | ||
[[Eliminate]], | [[Eliminate]], |
Revision as of 12:16, 29 July 2015
Closures that occur progressively become more important as the game is played.
This pattern is a still a stub
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Can Instantiate
Closure Points, Empowerment, Illusion of Influence, Tension, Varied Gameplay
Can Modulate
Encouraged Return Visits, Narration Structures, Predetermined Story Structures
Can Be Instantiated By
Balancing Effects, Boss Monsters, Challenging Gameplay, Endgame, Eliminate, Extermination, Factions, Finale Levels, Game Element Insertion, Goal Hierarchies, Improved Abilities, Increasing Rewards, Last Man Standing, Player Elimination, Scores, Shrinking Game Worlds, Stack Seeding, Tournaments, Varying Rule Sets
Capture together with Non-Renewable Resources
Geometric Progression together with Positive Feedback Loops
Can Be Modulated By
Limited Set of Actions, Overcome
Potentially Conflicting With
Relations
Can Instantiate
Closure Points, Empowerment, Illusion of Influence, Tension, Varied Gameplay
Can Modulate
Encouraged Return Visits, Narration Structures, Predetermined Story Structures
Can Be Instantiated By
Balancing Effects, Boss Monsters, Challenging Gameplay, Endgame, Eliminate, Extermination, Factions, Finale Levels, Game Element Insertion, Goal Hierarchies, Improved Abilities, Increasing Rewards, Last Man Standing, Player Elimination, Scores, Shrinking Game Worlds, Stack Seeding, Tournaments, Varying Rule Sets
Capture together with Non-Renewable Resources
Geometric Progression together with Positive Feedback Loops
Can Be Modulated By
Limited Set of Actions, Overcome
Potentially Conflicting With
History
New pattern created in this wiki.