Difference between revisions of "Ever Increasing Difficulty"
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
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=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 07:53, 3 September 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
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
Can Modulate
Predetermined Story Structures
Can Be Modulated By
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
Can Instantiate
Challenging Gameplay, FUBAR Enjoyment, Further Player Improvement Potential, Spectacular Failure Enjoyment, Tension, Unwinnable Games
with Increasing Rewards
Can Modulate
Predetermined Story Structures
Can Be Instantiated By
Enemies, Levels, Positive Feedback Loops, Procedurally Generated Game Areas, Waves
Can Be Modulated By
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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