Positive Feedback Loops: Difference between revisions

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== Relations ==
== Relations ==
[[Predictable Winner]]
[[Entrenching Gameplay]]
=== 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

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

-