Difference between revisions of "Ever Increasing Difficulty"
From gdp3
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== Using the pattern == | == 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 === | === 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.
Contents
Examples
Anti-Examples
optional
Using the pattern
Can Instantiate
Challenging Gameplay, Further Player Improvement Potential, Unwinnable Games
with Increasing Rewards
Can Modulate
Predetermined Story Structures
Can Be Modulated By
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Instantiate
Relations
Can Instantiate
Challenging Gameplay, FUBAR Enjoyment, Further Player Improvement Potential, Tension, Unwinnable Games
with Increasing Rewards
Can Modulate
Predetermined Story Structures
Can Be Instantiated By
-
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
-
History
New pattern created in this wiki.
References
-
Acknowledgements
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