Higher-Level Closures as Gameplay Progresses
From Game Design Patterns 2.0
Closures that occur progressively become more important as the game is played.
This pattern is a still a stub
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.