Difference between revisions of "Positive Feedback Loops"
From gdp3
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== Relations == | == Relations == | ||
[[Predictable Winner]] | [[Predictable Winner]] | ||
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[[Entrenching Gameplay]] | [[Entrenching Gameplay]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
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[[Runaway Leader]] | [[Runaway Leader]] | ||
− | ==== with | + | ==== with [[Geometric Progression]] ==== |
+ | [[Combos]], | ||
+ | [[Higher-Level Closures as Gameplay Progresses]], | ||
+ | [[Value of Effort]] | ||
+ | |||
+ | ==== with [[Geometric Progression]] and [[Investments]] ==== | ||
+ | [[Tension]], | ||
+ | [[Timing]] | ||
=== Can Modulate === | === Can Modulate === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | + | [[Geometric Progression]] | |
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 13:04, 6 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
updating the names of the Arithmetic and Geometric patterns, and Rules of Play; farms in CityVille and Empires & Allies
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Can Instantiate
Critical Gameplay Design, Ever Increasing Difficulty, Gameplay Engines, Predictable Gameplay Time, Runaway Leader
with Geometric Progression
Combos, Higher-Level Closures as Gameplay Progresses, Value of Effort
with Geometric Progression and Investments
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Construction/Scoring Phase Shift
Possible Closure Effects
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Potentially Conflicting With
Negative Feedback Loops, Resource Caps, Team Balance
History
New pattern created in this wiki.
References
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Acknowledgements
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