Closure Points: Difference between revisions

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== Relations ==
== Relations ==
Instantiates: [[Limited Foresight]]
Modulates: [[Predictable Consequences]], [[Narration Structures]]
Modulates: [[Predictable Consequences]], [[Narration Structures]]
Instantiated by: [[Tournaments]], [[Transfer of Control]]
Modulated by: [[Committed Goals]]
Potentially conflicting with: [[Never Ending Stories]]


=== Can Instantiate ===
=== Can Instantiate ===
[[Limited Foresight]],
[[Value of Effort]]
[[Value of Effort]]


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[[Irreversible Events]],  
[[Irreversible Events]],  
[[Quests]],  
[[Quests]],  
[[Save Points]]
[[Save Points]],
[[Tournaments]],
[[Transfer of Control]]


[[Levels]] with [[Irreversible Events]]
[[Levels]] with [[Irreversible Events]]


=== Can Be Modulated By ===
=== Can Be Modulated By ===
[[Committed Goals]],
[[Downtime]]
[[Downtime]]


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=== Potentially Conflicting With ===
=== Potentially Conflicting With ===
-
[[Never Ending Stories]]


== History ==
== History ==

Revision as of 10:57, 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

Modulates: Predictable Consequences, Narration Structures

Can Instantiate

Limited Foresight, Value of Effort

Can Modulate

-

Can Be Instantiated By

Excluding Goals, Finale Levels, Higher-Level Closures as Gameplay Progresses, Irreversible Events, Quests, Save Points, Tournaments, Transfer of Control

Levels with Irreversible Events

Can Be Modulated By

Committed Goals, Downtime

Possible Closure Effects

-

Potentially Conflicting With

Never Ending Stories

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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