Difference between revisions of "Positive Feedback Loops"

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(Relations)
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== Using the pattern ==
 
== Using the pattern ==
 
updating the names of the Arithmetic and Geometric patterns, and Rules of Play; farms in CityVille and Empires & Allies
 
updating the names of the Arithmetic and Geometric patterns, and Rules of Play; farms in CityVille and Empires & Allies
 +
 +
=== Can Instantiate ===
 +
[[Critical Gameplay Design]],
 +
[[Gameplay Engines]],
 +
 +
==== with [[Geometric Progression]] ====
 +
[[Combos]],
 +
[[Higher-Level Closures as Gameplay Progresses]],
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[[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]]
 +
 +
=== Potentially Conflicting With ===
 +
[[Negative Feedback Loops]],
 +
[[Resource Caps]],
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
 +
[[Ever Increasing Difficulty]],
 +
[[Predictable Gameplay Time]],
 +
[[Predictable Winner]],
 +
[[Runaway Leader]]
 +
 +
For this reason, [[Positive Feedback Loops]] work against [[Player Balance]] and [[Team Balance]] (while [[Negative Feedback Loops]] can work for them).
  
 
== Relations ==
 
== Relations ==
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 
[[Negative Feedback Loops]],  
 
[[Negative Feedback Loops]],  
 +
[[Player Balance]],
 
[[Resource Caps]],  
 
[[Resource Caps]],  
 
[[Team Balance]]
 
[[Team Balance]]

Revision as of 13:08, 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

Can Instantiate

Critical Gameplay Design, Gameplay Engines,

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

Potentially Conflicting With

Negative Feedback Loops, Resource Caps,

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Ever Increasing Difficulty, Predictable Gameplay Time, Predictable Winner, Runaway Leader

For this reason, Positive Feedback Loops work against Player Balance and Team Balance (while Negative Feedback Loops can work for them).

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, Player Balance, Resource Caps, Team Balance

History

New pattern created in this wiki.

References

-

Acknowledgements

-