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The winning team attracts more participation and more players since a lot of people like to be on the winning team, or will play less on characters on the losing team.
More players in turn means that the amount of work that's there to be done gets spread out more, which helps make everyone feel less strained by obligations, and able to spend more of their time doing things they to do, which further improves morale, creating another virtuous circle.
In game theory there is a concept referred to as positive and negative feedback (amongst other things) which is a key design element in any game design.
The name is a little deceptive; it's nothing like the sense of the word 'feedback' one usually thinks of, that is, someone saying whether something you did was good or bad.
On a tablet or a desktop, you have much more screen real estate so you dock the message list to the side, and your messages take up 2/3 of the screen.
The dev should build out a new menu system, panels, modals, etc. It's a universal app for i Pad and i Phone, but there is care taken to deliver an optimal experience for the platform the app is being run on.
Progress towards victory keeps making victory more likely, but this goes neither too fast nor too slow, or at least that's the idea.
(In my opinion, the positive is just a bit too large, or the negative too small, because once someone gets a lead in Risk the chances of turning the tables drops too fast.
I honestly can't think of a reason why MS hasn't bought xamarin, unless there is some fatal flaw to their stuff that we don't know about. Maybe the reason really is that MS still hates Linux that much, and they'd be validating xamarins efforts of basically porting for linux. I can't imagine the asking price would be a ton either. They're kind of seen as traitors to the Linux community though, aren't they? Desktop, tablet, phone, couch are very different experiences.Take an email client for example depending on your device, you'll want to render a different view.On phone, you want only the message taking up the whole view and you have to press back to go to the inbox message list.This seems to come from the understandable, and not incorrect, idea that people should feel rewarded, not punished, for their victories. Negative feedback is part of the design; having some of it to balance some positive feedback doesn't mean you're not rewarded, it just helps to keep the reward in check.Plus negative feedback doesn't have to feel like a punishment at all: for instance, when it takes the form of "more stuff you have to do" (more obligations), it's generally not taken emotionally as a punishment, even though it still can contribute to cancelling out some of the positive feedback, getting you closer to the goal where the net feedback is positive but not nearly so overwhelmingly.
In a game that never resets, a cycle of never-ending, strong positive feedback means that the only things that can change the balance of power are essentially random factors outside anyone's influence, like important players quitting or changing sides.