Difference between revisions of "Ever Increasing Difficulty"
From gdp3
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== Consequences == | == Consequences == | ||
− | + | [[Ever Increasing Difficulty]] typically creates [[Tension]], and this is often a motivation for having the pattern present in a game. Since the pattern strives to put players in overwhelming situations at some point, it also sets players up for [[FUBAR Enjoyment]] and [[Spectacular Failure Enjoyment]]. | |
− | [[ | + | |
− | [[Tension]], | + | |
== Relations == | == Relations == |
Revision as of 10:06, 2 September 2016
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Can Instantiate
Challenging Gameplay, Further Player Improvement Potential, Unwinnable Games
with Increasing Rewards
Can Modulate
Predetermined Story Structures
Can Be Modulated By
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Ever Increasing Difficulty typically creates Tension, and this is often a motivation for having the pattern present in a game. Since the pattern strives to put players in overwhelming situations at some point, it also sets players up for FUBAR Enjoyment and Spectacular Failure Enjoyment.
Relations
Can Instantiate
Challenging Gameplay, FUBAR Enjoyment, Further Player Improvement Potential, Tension, Unwinnable Games
with Increasing Rewards
Can Modulate
Predetermined Story Structures
Can Be Instantiated By
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Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
-
History
New pattern created in this wiki.
References
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Acknowledgements
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