Difference between revisions of "Further Player Improvement Potential"

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(Relations)
(Relations)
Line 29: Line 29:
  
 
---
 
---
[[Difficulty Levels]]
+
[[Further Player Improvement Potential]]
[[PvP]]
+
[[Performance Uncertainty]]
+
[[Solution Uncertainty]]
+
 
+
[[Exaggerated Perception of Influence]]
+
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
Line 49: Line 44:
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
[[Ever Increasing Difficulty]]
+
[[Difficulty Levels]],
 +
[[Ever Increasing Difficulty]],
 +
[[Performance Uncertainty]]
 +
 
 +
[[PvP]] together with [[Performance Uncertainty]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
-
+
[[Exaggerated Perception of Influence]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
Line 63: Line 62:
 
[[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

Replayability

--- Further Player Improvement Potential

Can Instantiate

Gameplay Mastery, Value of Effort

Team Development in games with Teams

with Strategic Knowledge

Replayability

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.

References