Further Player Improvement Potential: Difference between revisions
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== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
[[Gameplay Mastery]] | [[Gameplay Mastery]], | ||
[[Value of Effort]] | |||
[[Team Development]] in games with [[Teams]] | [[Team Development]] in games with [[Teams]] | ||
==== with [[Strategic Knowledge]] ==== | |||
[[Replayability]] | |||
=== Can Modulate === | === Can Modulate === | ||
- | |||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
- | |||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
- | |||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
- | |||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
[[Challenging Gameplay]] | |||
== History == | == History == | ||
Revision as of 09:45, 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
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
History
New pattern created in this wiki.