Difference between revisions of "Negative Feedback Loops"
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== Consequences == | == Consequences == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Balancing Effects]], | [[Balancing Effects]], | ||
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[[Red Queen Dilemmas]] | [[Red Queen Dilemmas]] | ||
− | + | [[Negative Feedback Loops]] created through using [[Geometric Progression]] cause [[Diminishing Returns]] for players. This may in turn encourage them to engage in [[Varied Gameplay]] to find other venues to advance their positions during a game instance. | |
− | [[Diminishing Returns]] | + | |
== Relations == | == Relations == |
Revision as of 08:07, 4 September 2016
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Rules of Play; Questions in Empires & Allies that give less money than they cost to do
Contents
Examples
Anti-Examples
optional
Using the pattern
Can Modulate
Can Be Instantiated By
By definition Negative Feedback Loops are in opposition to Positive Feedback Loops. This means that they cannot be combined regarding the same aspect of a game state but different types of loops can exist for different parts of the game state.
Consequences
Can Instantiate
Balancing Effects, Comeback Mechanism, Critical Gameplay Design, Red Queen Dilemmas
Negative Feedback Loops created through using Geometric Progression cause Diminishing Returns for players. This may in turn encourage them to engage in Varied Gameplay to find other venues to advance their positions during a game instance.
Relations
Can Instantiate
Balancing Effects, Comeback Mechanism, Critical Gameplay Design, Red Queen Dilemmas
with Geometric Progression
Diminishing Returns, Varied Gameplay
Can Modulate
Can Be Instantiated By
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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