Difference between revisions of "Determinable Chance to Succeed"
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== Relations == | == Relations == | ||
+ | [[Randomness]] | ||
+ | [[Challenging Gameplay]] | ||
+ | [[Exaggerated Perception of Influence]] | ||
+ | [[Enemies]] | ||
+ | [[Fudged Results]] | ||
+ | [[Extra Chances]] | ||
+ | [[Freedom of Choice]] | ||
+ | [[Cutscenes]] | ||
+ | [[Balancing Effects]] | ||
+ | [[Predictable Consequences]] | ||
=== Can Instantiate === | === Can Instantiate === |
Revision as of 12:01, 11 December 2014
That players have ways of judging the chance for success or failure of their actions.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Note that the chance perceived by players do not need to be correct, and if players are likely to think they have higher chances than they do the pattern supports Exaggerated Perception of Influence.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Randomness Challenging Gameplay Exaggerated Perception of Influence Enemies Fudged Results Extra Chances Freedom of Choice Cutscenes Balancing Effects Predictable Consequences
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
A patterns based upon the pattern Perceived Chance to Succeed that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.