Difference between revisions of "Further Player Improvement Potential"
From gdp3
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− | [[ | + | [[Further Player Improvement Potential]] |
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=== Can Instantiate === | === Can Instantiate === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | [[Ever Increasing Difficulty]] | + | [[Difficulty Levels]], |
+ | [[Ever Increasing Difficulty]], | ||
+ | [[Performance Uncertainty]] | ||
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+ | [[PvP]] together with [[Performance Uncertainty]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
− | + | [[Exaggerated Perception of Influence]] | |
=== Possible Closure Effects === | === Possible Closure Effects === | ||
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[[Puzzle Solving]], | [[Puzzle Solving]], | ||
[[Randomness]], | [[Randomness]], | ||
+ | [[Solution Uncertainty]], | ||
[[Trial by Error Solutions]] | [[Trial by Error Solutions]] | ||
Revision as of 18:58, 3 August 2015
That players have the possibility to increase their skills in handling the gameplay.
This pattern is still a stub.
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
--- Further Player Improvement Potential
Can Instantiate
Gameplay Mastery, Value of Effort
Team Development in games with Teams
with Strategic Knowledge
Can Modulate
-
Can Be Instantiated By
Difficulty Levels, Ever Increasing Difficulty, Performance Uncertainty
PvP together with Performance Uncertainty
Can Be Modulated By
Exaggerated Perception of Influence
Possible Closure Effects
-
Potentially Conflicting With
Challenging Gameplay, Luck, No Direct Player Influence, Puzzle Solving, Randomness, Solution Uncertainty, Trial by Error Solutions
History
New pattern created in this wiki.