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 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, Betting

Potentially conflicting with: Surprises

Can Instantiate


with ...

Can Modulate


Can Be Instantiated By


Can Be Modulated By

Time Limits

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.