Ever Increasing Difficulty

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Revision as of 10:57, 13 August 2016 by Staffan Björk (Talk | contribs) (Relations)

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The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Can Instantiate

Challenging Gameplay, FUBAR Enjoyment, Further Player Improvement Potential, Tension, Unwinnable Games

with Increasing Rewards

Red Queen Dilemma

Can Modulate

Predetermined Story Structures

Can Be Instantiated By

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Can Be Modulated By

Increasing Rewards

Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

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Acknowledgements

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