Advancing toward the goal should make it easier to advance toward the goal. The obvious example is experience and levels. But in the space of a single multiplayer game, too much feedback virtually guarantees that an early lead will become a win, and the game boring. Ideally, the balance of power should swing back and forth, which creates TensionCurve?s, with the better player slowly building advantage until he wins (most of the time).

Read Ernest_Adams?'s article on Gamasutra (free registration required) for more detail.

Also in Mark LeBlanc?'s GDC presentation; get the powerpoint slides off of http://world.std.com/~mahk/algorithmancy/

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