Difference between revisions of "Positive Feedback Loops"
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== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Critical Gameplay Design]], | [[Critical Gameplay Design]], | ||
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[[Gameplay Engines]], | [[Gameplay Engines]], | ||
[[Predictable Gameplay Time]], | [[Predictable Gameplay Time]], | ||
+ | [[Predictable Winner]], | ||
[[Runaway Leader]] | [[Runaway Leader]] | ||
Revision as of 13:06, 6 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
updating the names of the Arithmetic and Geometric patterns, and Rules of Play; farms in CityVille and Empires & Allies
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Can Instantiate
Critical Gameplay Design, Ever Increasing Difficulty, Gameplay Engines, Predictable Gameplay Time, Predictable Winner, Runaway Leader
with Geometric Progression
Combos, Higher-Level Closures as Gameplay Progresses, Value of Effort
with Geometric Progression and Investments
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Construction/Scoring Phase Shift
Possible Closure Effects
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Potentially Conflicting With
Negative Feedback Loops, Resource Caps, Team Balance
History
New pattern created in this wiki.
References
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Acknowledgements
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