Positive Feedback Loops: Difference between revisions
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Created page with "Category:Patterns Category:Dynamic Patterns Category:Needs work Category:Needs revision Category:Needs examples Category:Needs references Category:Pa..." |
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== Relations == | == Relations == | ||
[[Predictable Winner]] | |||
[[Runaway Leader]] | |||
[[Randomness]] | [[Randomness]] | ||
[[Higher-Level Closures as Gameplay Progresses]] | [[Higher-Level Closures as Gameplay Progresses]] | ||
Revision as of 08:28, 4 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 Runaway Leader
Randomness Higher-Level Closures as Gameplay Progresses Tension Units Geometric Progression Resource Caps Early Elimination Critical Gameplay Design Entrenching Gameplay Resources Construction/Scoring Phase Shift Gameplay Engines Team Balance Value of Effort Ever Increasing Difficulty Negative Feedback Loops
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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