Difference between revisions of "Ever Increasing Difficulty"

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(Consequences)
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== Consequences ==
 
== Consequences ==
=== Can Instantiate ===
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[[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]].
[[FUBAR Enjoyment]],
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[[Tension]],  
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== 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.

Examples

Anti-Examples

optional

Using the pattern

Can Instantiate

Challenging Gameplay, Further Player Improvement Potential, Unwinnable Games

with Increasing Rewards

Red Queen Dilemma

Can Modulate

Predetermined Story Structures

Can Be Modulated By

Increasing Rewards

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

Red Queen Dilemma

Can Modulate

Predetermined Story Structures

Can Be Instantiated By

-

Can Be Modulated By

Increasing Rewards

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements

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