Difference between revisions of "Positive Feedback Loops"

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(Relations)
(Relations)
Line 30: Line 30:
  
 
== Relations ==
 
== Relations ==
[[Predictable Winner]]
 
 
[[Entrenching Gameplay]]
 
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Critical Gameplay Design]],  
 
[[Critical Gameplay Design]],  
Line 39: Line 35:
 
[[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.

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

Tension, Timing

Can Modulate

Resources, Units

Can Be Instantiated By

Geometric Progression

Can Be Modulated By

Construction/Scoring Phase Shift

Possible Closure Effects

-

Potentially Conflicting With

Negative Feedback Loops, Resource Caps, Team Balance

History

New pattern created in this wiki.

References

-

Acknowledgements

-