Difference between revisions of "Further Player Improvement Potential"
From gdp3
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== Relations == | == Relations == | ||
+ | [[Replayability]] | ||
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+ | --- | ||
[[Difficulty Levels]] | [[Difficulty Levels]] | ||
[[PvP]] | [[PvP]] | ||
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[[Exaggerated Perception of Influence]] | [[Exaggerated Perception of Influence]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
− | [[Challenging Gameplay]] | + | [[Challenging Gameplay]], |
+ | [[Luck]], | ||
+ | [[No Direct Player Influence]], | ||
+ | [[Puzzle Solving]], | ||
+ | [[Randomness]], | ||
+ | [[Trial by Error Solutions]] | ||
== History == | == History == |
Revision as of 18:45, 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
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
--- Difficulty Levels PvP Performance Uncertainty Solution Uncertainty
Exaggerated Perception of Influence
Can Instantiate
Gameplay Mastery, Value of Effort
Team Development in games with Teams
with Strategic Knowledge
Can Modulate
-
Can Be Instantiated By
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
Challenging Gameplay, Luck, No Direct Player Influence, Puzzle Solving, Randomness, Trial by Error Solutions
History
New pattern created in this wiki.