Hovering Closures

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The one-sentence "definition" that should be in italics.

This pattern is a still a stub.




Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects



Rhythm-Based Actions Time Limits Extended Actions Tension FUBAR Enjoyment Combos Turn Taking Levels Alignment Delayed Reciprocity Development Time Delayed Effects Cooldown Quests Predictable Consequences Complex Gameplay

Instantiates: Emotional Engrossment, Anticipation, Uncommitted Alliances

Modulates: Quick Games

Instantiated by: Continuous Goals, Symmetry, Configuration, Ultra-Powerful Events, Narrative Structures, Progress Indicators, The Show Must Go On, Delayed Effects, Betting

Modulated by: Time Limits

Potentially conflicting with: Surprises

Can Instantiate


with ...

Can Modulate


Can Be Instantiated By


Can Be Modulated By


Possible Closure Effects


Potentially Conflicting With



An updated version of the pattern Closure Points that was part of the original collection in the book Patterns in Game Design[1].


  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.