Further Player Improvement Potential: Difference between revisions

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---
---
[[Difficulty Levels]]
[[Further Player Improvement Potential]]
[[PvP]]
[[Performance Uncertainty]]
[[Solution Uncertainty]]
 
[[Exaggerated Perception of Influence]]


=== 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 ===
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[[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

Replayability

--- Further Player Improvement Potential

Can Instantiate

Gameplay Mastery, Value of Effort

Team Development in games with Teams

Replayability

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.

References