Closure Points: Difference between revisions
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== Relations == | == Relations == | ||
[[Higher-Level Closures as Gameplay Progresses]] | [[Higher-Level Closures as Gameplay Progresses]] | ||
[[Levels]] | [[Levels]] | ||
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[[Save Points]] | [[Save Points]] | ||
Instantiates: Limited Foresight | Instantiates: [[Limited Foresight]] | ||
Modulates: [[Predictable Consequences]], [[Narration Structures]] | Modulates: [[Predictable Consequences]], [[Narration Structures]] | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Irreversible Events]], | |||
[[Quests]] | [[Quests]] | ||
Revision as of 10:51, 7 July 2016
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Examples
Games that provide levels also provide Closure Points. A few examples of the many games that does this include Candy Crush Saga, Doom, Staries, Pac-Man, and Tetris.
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Higher-Level Closures as Gameplay Progresses Levels Excluding Goals Finale Levels Downtime Save Points
Instantiates: Limited Foresight
Modulates: Predictable Consequences, Narration Structures
Instantiated by: Tournaments, Transfer of Control
Modulated by: Committed Goals
Potentially conflicting with: Never Ending Stories
Can Instantiate
with ...
Can Modulate
-
Can Be Instantiated By
Can Be Modulated By
-
Possible Closure Effects
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Potentially Conflicting With
-
History
An updated version of the pattern Closure Points that was part of the original collection in the book Patterns in Game Design<ref name="Bjork & Holopainen 2004"/>.
References
<references> <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> </references>
Acknowledgements
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