Difference between revisions of "Positive Feedback Loops"

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(Relations)
(Relations)
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== Relations ==
 
== Relations ==
 
[[Predictable Winner]]
 
[[Predictable Winner]]
 
[[Higher-Level Closures as Gameplay Progresses]]
 
[[Tension]]
 
[[Geometric Progression]]
 
  
 
[[Entrenching Gameplay]]
 
[[Entrenching Gameplay]]
[[Value of Effort]]
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Runaway Leader]]
 
[[Runaway Leader]]
  
==== with ... ====
+
==== with [[Geometric Progression]] ====
 +
[[Combos]],
 +
[[Higher-Level Closures as Gameplay Progresses]],
 +
[[Value of Effort]]
 +
 
 +
==== with [[Geometric Progression]] and [[Investments]] ====
 +
[[Tension]],
 +
[[Timing]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
-
+
[[Geometric Progression]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 13:04, 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

Entrenching Gameplay

Can Instantiate

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

with Geometric Progression

Combos, Higher-Level Closures as Gameplay Progresses, Value of Effort

with Geometric Progression and Investments

Tension, Timing

Can Modulate

Resources, Units

Can Be Instantiated By

Geometric Progression

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

-