Negative Feedback Loops
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Wikipedia has an entry on Negative Feedback. The chapter Games as Cybernetic Systems in Rules of Play[1] look extensively at positive and negative feedback loops and their use in games.
Contents
Examples
Using the pattern
Can Instantiate
Balancing Effects, Comeback Mechanism, Critical Gameplay Design,
Can Modulate
Can Be Instantiated By
By definition Negative Feedback Loops are in opposition to Positive Feedback Loops. This means that they cannot be combined regarding the same aspect of a game state but different types of loops can exist for different parts of the game state.
Consequences
Red Queen Dilemmas may appear out of Negative Feedback Loops if players perceive a need to continue putting effort into the things measured by the loop. Negative Feedback Loops created through using Geometric Progression cause Diminishing Returns for players. This may in turn encourage them to engage in Varied Gameplay to find other venues to advance their positions during a game instance.
Relations
Can Instantiate
Balancing Effects, Comeback Mechanism, Critical Gameplay Design, Red Queen Dilemmas
with Geometric Progression
Diminishing Returns, Varied Gameplay
Can Modulate
Can Be Instantiated By
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
History
New pattern created in this wiki.
References
- ↑ Salen, K. & Zimmerman, E. 2003. Rules of Play. MIT Press. ISBN 978-0-262-24045-1.
Acknowledgements
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