Closure Points: Difference between revisions

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== Relations ==
== Relations ==
[[Downtime]]
Instantiates: [[Limited Foresight]]
Instantiates: [[Limited Foresight]]


[[Irreversible Events]]
[[Irreversible Events]]
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=== Can Be Modulated By ===
=== Can Be Modulated By ===
-
[[Downtime]]


=== Possible Closure Effects ===
=== Possible Closure Effects ===

Revision as of 10:55, 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

Instantiates: Limited Foresight

Irreversible Events

Modulates: Predictable Consequences, Narration Structures

Instantiated by: Tournaments, Transfer of Control

Modulated by: Committed Goals

Potentially conflicting with: Never Ending Stories


Can Instantiate

Value of Effort

Can Modulate

-

Can Be Instantiated By

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

Levels with Irreversible Events

Can Be Modulated By

Downtime

Possible Closure Effects

-

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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