Difference between revisions of "Further Player Improvement Potential"
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== Using the pattern == | == Using the pattern == | ||
− | + | [[Further Player Improvement Potential]] provides means of players being able to perform some gameplay actions, note how well these work against some goals, and finally noticing that the possibility for better performances exist. While this does require [[Uncertainty of Outcome]], not all types of [[Uncertainty of Outcome]] work. | |
− | === | + | === 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]] | ||
== Consequences == | == Consequences == | ||
+ | === Can Instantiate === | ||
+ | [[Gameplay Mastery]], | ||
+ | [[Replayability]], | ||
+ | [[Value of Effort]] | ||
− | + | [[Team Development]] in games with [[Teams]] | |
− | [[ | + | |
+ | ==== with [[Strategic Knowledge]] ==== | ||
+ | [[Replayability]] | ||
+ | |||
+ | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
[[Gameplay Mastery]], | [[Gameplay Mastery]], |
Revision as of 19:07, 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
Further Player Improvement Potential provides means of players being able to perform some gameplay actions, note how well these work against some goals, and finally noticing that the possibility for better performances exist. While this does require Uncertainty of Outcome, not all types of Uncertainty of Outcome work.
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
Consequences
Can Instantiate
Gameplay Mastery, Replayability, Value of Effort
Team Development in games with Teams
with Strategic Knowledge
Relations
Can Instantiate
Gameplay Mastery, Replayability, 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.