Difference between revisions of "Positive Feedback Loops"
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== Using the pattern == | == Using the pattern == | ||
updating the names of the Arithmetic and Geometric patterns, and Rules of Play; farms in CityVille and Empires & Allies | updating the names of the Arithmetic and Geometric patterns, and Rules of Play; farms in CityVille and Empires & Allies | ||
+ | |||
+ | === Can Instantiate === | ||
+ | [[Critical Gameplay Design]], | ||
+ | [[Gameplay Engines]], | ||
+ | |||
+ | ==== with [[Geometric Progression]] ==== | ||
+ | [[Combos]], | ||
+ | [[Higher-Level Closures as Gameplay Progresses]], | ||
+ | [[Value of Effort]] | ||
+ | |||
+ | ==== with [[Geometric Progression]] and [[Investments]] ==== | ||
+ | [[Tension]], | ||
+ | [[Timing]] | ||
+ | |||
+ | === Can Modulate === | ||
+ | [[Resources]], | ||
+ | [[Units]] | ||
+ | |||
+ | === Can Be Instantiated By === | ||
+ | [[Geometric Progression]] | ||
+ | |||
+ | === Can Be Modulated By === | ||
+ | [[Construction/Scoring Phase Shift]] | ||
+ | |||
+ | === Potentially Conflicting With === | ||
+ | [[Negative Feedback Loops]], | ||
+ | [[Resource Caps]], | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
Line 28: | Line 55: | ||
== Consequences == | == Consequences == | ||
+ | [[Ever Increasing Difficulty]], | ||
+ | [[Predictable Gameplay Time]], | ||
+ | [[Predictable Winner]], | ||
+ | [[Runaway Leader]] | ||
+ | |||
+ | For this reason, [[Positive Feedback Loops]] work against [[Player Balance]] and [[Team Balance]] (while [[Negative Feedback Loops]] can work for them). | ||
== Relations == | == Relations == | ||
Line 62: | Line 95: | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
[[Negative Feedback Loops]], | [[Negative Feedback Loops]], | ||
+ | [[Player Balance]], | ||
[[Resource Caps]], | [[Resource Caps]], | ||
[[Team Balance]] | [[Team Balance]] |
Revision as of 13:08, 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
Can Instantiate
Critical Gameplay Design, Gameplay Engines,
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
Potentially Conflicting With
Negative Feedback Loops, Resource Caps,
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Ever Increasing Difficulty, Predictable Gameplay Time, Predictable Winner, Runaway Leader
For this reason, Positive Feedback Loops work against Player Balance and Team Balance (while Negative Feedback Loops can work for them).
Relations
Can Instantiate
Critical Gameplay Design, Ever Increasing Difficulty, Gameplay Engines, Predictable Gameplay Time, Predictable Winner, 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
-
Potentially Conflicting With
Negative Feedback Loops, Player Balance, Resource Caps, Team Balance
History
New pattern created in this wiki.
References
-
Acknowledgements
-