Difference between revisions of "Positive Feedback Loops"
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== Consequences == | == Consequences == | ||
− | [[Positive Feedback Loops]] can create [[Runaway | + | [[Positive Feedback Loops]] can create a [[Runaway Leader]] and thereby also [[Predictable Winner]]. For this reason, [[Positive Feedback Loops]] work against [[Player Balance]] and [[Team Balance]] (while [[Negative Feedback Loops]] can work for them). However, such situations also promote [[Predictable Gameplay Time]] since one of the players may be likely to be able to exploit the [[Positive Feedback Loops|Positive Feedback Loop]] before certain amount of gameplay time has occurred. |
− | When the [[Positive Feedback Loops]] are focused upon the challenges players met (rather than players' [[Abilities]], [[Gameplay Engines]], [[Scores]], etc. that lead to [[Runaway | + | When the [[Positive Feedback Loops]] are focused upon the challenges players met (rather than players' [[Abilities]], [[Gameplay Engines]], [[Scores]], etc. that lead to a [[Runaway Leader]]), the pattern can create |
[[Ever Increasing Difficulty]] in a game. | [[Ever Increasing Difficulty]] in a game. | ||
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[[Predictable Gameplay Time]], | [[Predictable Gameplay Time]], | ||
[[Predictable Winner]], | [[Predictable Winner]], | ||
− | [[Runaway | + | [[Runaway Leader]] |
==== with [[Geometric Progression]] ==== | ==== with [[Geometric Progression]] ==== |
Revision as of 13:21, 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
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
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Construction/Scoring Phase Shift
Potentially Conflicting With
Negative Feedback Loops, Resource Caps,
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Positive Feedback Loops can create a Runaway Leader and thereby also Predictable Winner. For this reason, Positive Feedback Loops work against Player Balance and Team Balance (while Negative Feedback Loops can work for them). However, such situations also promote Predictable Gameplay Time since one of the players may be likely to be able to exploit the Positive Feedback Loop before certain amount of gameplay time has occurred.
When the Positive Feedback Loops are focused upon the challenges players met (rather than players' Abilities, Gameplay Engines, Scores, etc. that lead to a Runaway Leader), the pattern can create Ever Increasing Difficulty in a game.
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
-
Potentially Conflicting With
Negative Feedback Loops, Player Balance, Resource Caps, Team Balance
History
New pattern created in this wiki.
References
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Acknowledgements
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