Positive Feedback Loops: Difference between revisions
From gdp3
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== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
[[Critical Gameplay Design]], | [[Critical Gameplay Design]], | ||
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[[Gameplay Engines]], | [[Gameplay Engines]], | ||
[[Predictable Gameplay Time]], | [[Predictable Gameplay Time]], | ||
[[Predictable Winner]], | |||
[[Runaway Leader]] | [[Runaway Leader]] | ||
Revision as of 13:06, 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
Can Instantiate
Critical Gameplay Design, Ever Increasing Difficulty, Gameplay Engines, Predictable Gameplay Time, Predictable Winner, Runaway Leader
Combos, Higher-Level Closures as Gameplay Progresses, Value of Effort
with Geometric Progression and Investments
Can Modulate
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
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Acknowledgements
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