Hovering Closures
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
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
Can Instantiate
Anticipation, Emotional Engrossment, Uncommitted Alliances
Can Modulate
Can Be Instantiated By
Betting, Configuration, Continuous Goals, Narration Structures, Progress Indicators, Symmetry, The Show Must Go On, Ultra-Powerful Events
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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