Further Player Improvement Potential: Difference between revisions
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== Relations == | == Relations == | ||
[[Replayability]] | |||
--- | |||
[[Difficulty Levels]] | [[Difficulty Levels]] | ||
[[PvP]] | [[PvP]] | ||
| Line 32: | Line 35: | ||
[[Exaggerated Perception of Influence]] | [[Exaggerated Perception of Influence]] | ||
=== Can Instantiate === | === Can Instantiate === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
[[Challenging Gameplay]] | [[Challenging Gameplay]], | ||
[[Luck]], | |||
[[No Direct Player Influence]], | |||
[[Puzzle Solving]], | |||
[[Randomness]], | |||
[[Trial by Error Solutions]] | |||
== History == | == History == | ||
Revision as of 18:45, 3 August 2015
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
--- 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
Can Modulate
-
Can Be Instantiated By
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.