Difference between revisions of "Ever Increasing Difficulty"

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(Using the pattern)
(Relations)
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== Relations ==
 
== Relations ==
 +
[[Levels]]
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[[Enemies]]
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[[Waves]]
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[[Positive Feedback Loops]]
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[[Procedurally Generated Game Areas]]
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=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Challenging Gameplay]],  
 
[[Challenging Gameplay]],  

Revision as of 16:18, 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

Games are typically design for Ever Increasing Difficulty to ensure that players at some point have Challenging Gameplay and Tension, even if it means that the game will ultimately be an Unwinnable Game. Although the design



Can Instantiate

Further Player Improvement Potential,

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

Levels Enemies Waves Positive Feedback Loops Procedurally Generated Game Areas

Can Instantiate

Challenging Gameplay, FUBAR Enjoyment, Further Player Improvement Potential, Spectacular Failure Enjoyment, Tension, Unwinnable Games

with Increasing Rewards

Red Queen Dilemma

Can Modulate

Predetermined Story Structures

Can Be Instantiated By

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Can Be Modulated By

Increasing Rewards

Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

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Acknowledgements

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