Difference between revisions of "Performance Uncertainty"
From gdp3
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[[Uncertainty of Outcome]] | [[Uncertainty of Outcome]] | ||
[[Challenging Gameplay]] | [[Challenging Gameplay]] | ||
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=== Can Instantiate === | === Can Instantiate === |
Revision as of 08:53, 5 January 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Uncertainty of Outcome Challenging Gameplay Player/System Action Composites
Can Instantiate
-
Can Modulate
-
Can Be Instantiated By
Memorizing, Player Physical Prowess, Tactical Planning
Can Be Modulated By
AI Players, No Direct Player Influence, Player/Character Skill Composites, Strategic Knowledge
Possible Closure Effects
-
Potentially Conflicting With
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History
New pattern created in this wiki. However, the pattern is based on the concept of performance uncertainty described in Costikyan's book Uncertainty in Games[1].
References
Acknowledgements
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