Difference between revisions of "Ever Increasing Difficulty"

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(Relations)
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== Using the pattern ==
 
== Using the pattern ==
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=== Can Instantiate ===
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[[Challenging Gameplay]],
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[[Further Player Improvement Potential]],
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[[Unwinnable Games]]
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 +
==== with [[Increasing Rewards]] ====
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[[Red Queen Dilemma]]
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=== Can Modulate ===
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[[Predetermined Story Structures]]
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=== Can Be Modulated By ===
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[[Increasing Rewards]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
 +
=== Can Instantiate ===
 +
[[FUBAR Enjoyment]],
 +
[[Tension]],
  
 
== Relations ==
 
== Relations ==

Revision as of 10:58, 13 August 2016

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Can Instantiate

Challenging Gameplay, Further Player Improvement Potential, Unwinnable Games

with Increasing Rewards

Red Queen Dilemma

Can Modulate

Predetermined Story Structures

Can Be Modulated By

Increasing Rewards

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Can Instantiate

FUBAR Enjoyment, Tension,

Relations

Can Instantiate

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

with Increasing Rewards

Red Queen Dilemma

Can Modulate

Predetermined Story Structures

Can Be Instantiated By

-

Can Be Modulated By

Increasing Rewards

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

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Acknowledgements

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