Further Player Improvement Potential: Difference between revisions
From gdp3
Jump to navigationJump to search
| Line 29: | Line 29: | ||
--- | --- | ||
[[ | [[Further Player Improvement Potential]] | ||
=== Can Instantiate === | === Can Instantiate === | ||
| Line 49: | Line 44: | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Ever Increasing Difficulty]] | [[Difficulty Levels]], | ||
[[Ever Increasing Difficulty]], | |||
[[Performance Uncertainty]] | |||
[[PvP]] together with [[Performance Uncertainty]] | |||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
[[Exaggerated Perception of Influence]] | |||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
| Line 63: | Line 62: | ||
[[Puzzle Solving]], | [[Puzzle Solving]], | ||
[[Randomness]], | [[Randomness]], | ||
[[Solution Uncertainty]], | |||
[[Trial by Error Solutions]] | [[Trial by Error Solutions]] | ||
Revision as of 18:58, 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
--- Further Player Improvement Potential
Can Instantiate
Gameplay Mastery, Value of Effort
Team Development in games with Teams
with Strategic Knowledge
Can Modulate
-
Can Be Instantiated By
Difficulty Levels, Ever Increasing Difficulty, Performance Uncertainty
PvP together with Performance Uncertainty
Can Be Modulated By
Exaggerated Perception of Influence
Possible Closure Effects
-
Potentially Conflicting With
Challenging Gameplay, Luck, No Direct Player Influence, Puzzle Solving, Randomness, Solution Uncertainty, Trial by Error Solutions
History
New pattern created in this wiki.