Further Player Improvement Potential

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That players have the possibility to increase their skills in handling the gameplay.

This pattern is still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Replayability

--- Difficulty Levels PvP Performance Uncertainty Solution Uncertainty

Exaggerated Perception of Influence

Can Instantiate

Gameplay Mastery, Value of Effort

Team Development in games with Teams

with Strategic Knowledge

Replayability

Can Modulate

-

Can Be Instantiated By

Ever Increasing Difficulty

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Challenging Gameplay, Luck, No Direct Player Influence, Puzzle Solving, Randomness, Trial by Error Solutions

History

New pattern created in this wiki.

References