Positive Feedback Loops: Difference between revisions

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== Relations ==
== Relations ==
[[Predictable Winner]]
[[Predictable Winner]]
[[Higher-Level Closures as Gameplay Progresses]]
[[Tension]]
[[Geometric Progression]]


[[Entrenching Gameplay]]
[[Entrenching Gameplay]]
[[Value of Effort]]


=== Can Instantiate ===
=== Can Instantiate ===
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[[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 ===
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=== 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

Predictable Winner

Entrenching Gameplay

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

Tension, Timing

Can Modulate

Resources, Units

Can Be Instantiated By

Geometric Progression

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

-