Ever Increasing Difficulty

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Revision as of 10:57, 13 August 2016 by Staffan Björk (talk | contribs) (→Relations)
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The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Contents

  • 1 Examples
    • 1.1 Anti-Examples
  • 2 Using the pattern
    • 2.1 Diegetic Aspects
    • 2.2 Interface Aspects
    • 2.3 Narration Aspects
  • 3 Consequences
  • 4 Relations
    • 4.1 Can Instantiate
      • 4.1.1 with Increasing Rewards
    • 4.2 Can Modulate
    • 4.3 Can Be Instantiated By
    • 4.4 Can Be Modulated By
    • 4.5 Possible Closure Effects
    • 4.6 Potentially Conflicting With
  • 5 History
  • 6 References
  • 7 Acknowledgements

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Can Instantiate

Challenging Gameplay, FUBAR Enjoyment, Further Player Improvement Potential, Tension, Unwinnable Games

with Increasing Rewards

Red Queen Dilemma

Can Modulate

Predetermined Story Structures

Can Be Instantiated By

-

Can Be Modulated By

Increasing Rewards

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements

-

Retrieved from "https://gdp.cse.chalmers.se/index.php?title=Ever_Increasing_Difficulty&oldid=25236"
Categories:
  • Patterns
  • Dynamic Patterns
  • Needs work
  • Needs revision
  • Needs examples
  • Needs references
  • Patterns created on the Wiki
  • Stub
  • To be Published
  • Staffan's current workpage

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