Difference between revisions of "Positive Feedback Loops"

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(Relations)
(Relations)
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== Relations ==
 
== Relations ==
 
[[Predictable Winner]]
 
[[Predictable Winner]]
[[Runaway Leader]]
 
  
[[Randomness]]
 
 
[[Higher-Level Closures as Gameplay Progresses]]
 
[[Higher-Level Closures as Gameplay Progresses]]
 
[[Tension]]
 
[[Tension]]
[[Units]]
 
 
[[Geometric Progression]]
 
[[Geometric Progression]]
[[Resource Caps]]
+
 
[[Early Elimination]]
+
[[Critical Gameplay Design]]
+
 
[[Entrenching Gameplay]]
 
[[Entrenching Gameplay]]
[[Resources]]
 
[[Construction/Scoring Phase Shift]]
 
[[Gameplay Engines]]
 
[[Team Balance]]
 
 
[[Value of Effort]]
 
[[Value of Effort]]
[[Ever Increasing Difficulty]]
 
[[Negative Feedback Loops]]
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
-
+
[[Critical Gameplay Design]],
 +
[[Ever Increasing Difficulty]],
 +
[[Gameplay Engines]],
 +
[[Predictable Gameplay Time]],
 +
[[Runaway Leader]]
  
 
==== with ... ====
 
==== with ... ====
  
 
=== Can Modulate ===
 
=== Can Modulate ===
-
+
[[Resources]],
 +
[[Units]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
Line 62: Line 56:
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
-
+
[[Construction/Scoring Phase Shift]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
Line 68: Line 62:
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
[[Negative Feedback Loops]]
+
[[Negative Feedback Loops]],
 +
[[Resource Caps]],
 +
[[Team Balance]]
  
 
== History ==
 
== History ==

Revision as of 12:58, 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

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Predictable Winner

Higher-Level Closures as Gameplay Progresses Tension Geometric Progression

Entrenching Gameplay Value of Effort

Can Instantiate

Critical Gameplay Design, Ever Increasing Difficulty, Gameplay Engines, Predictable Gameplay Time, Runaway Leader

with ...

Can Modulate

Resources, Units

Can Be Instantiated By

-

Can Be Modulated By

Construction/Scoring Phase Shift

Possible Closure Effects

-

Potentially Conflicting With

Negative Feedback Loops, Resource Caps, Team Balance

History

New pattern created in this wiki.

References

-

Acknowledgements

-