Positive Feedback Loops: Difference between revisions
From gdp3
Jump to navigationJump to search
| Line 31: | Line 31: | ||
== Relations == | == Relations == | ||
[[Predictable Winner]] | [[Predictable Winner]] | ||
[[Entrenching Gameplay]] | [[Entrenching Gameplay]] | ||
=== Can Instantiate === | === Can Instantiate === | ||
| Line 46: | Line 41: | ||
[[Runaway Leader]] | [[Runaway Leader]] | ||
==== with | ==== with [[Geometric Progression]] ==== | ||
[[Combos]], | |||
[[Higher-Level Closures as Gameplay Progresses]], | |||
[[Value of Effort]] | |||
==== with [[Geometric Progression]] and [[Investments]] ==== | |||
[[Tension]], | |||
[[Timing]] | |||
=== Can Modulate === | === Can Modulate === | ||
| Line 53: | Line 55: | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Geometric Progression]] | |||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
Revision as of 13:04, 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, 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
-
Acknowledgements
-