Difference between revisions of "Performance Uncertainty"
From gdp3
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== Relations == | == Relations == | ||
+ | === Can Instantiate === | ||
[[Uncertainty of Outcome]] | [[Uncertainty of Outcome]] | ||
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=== Can Modulate === | === Can Modulate === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Challenging Gameplay]], | ||
[[Memorizing]], | [[Memorizing]], | ||
[[Player Physical Prowess]], | [[Player Physical Prowess]], | ||
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[[No Direct Player Influence]], | [[No Direct Player Influence]], | ||
[[Player/Character Skill Composites]], | [[Player/Character Skill Composites]], | ||
+ | [[Player/System Action Composites]], | ||
[[Strategic Knowledge]] | [[Strategic Knowledge]] | ||
Revision as of 08:54, 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
Can Instantiate
Can Modulate
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Can Be Instantiated By
Challenging Gameplay, Memorizing, Player Physical Prowess, Tactical Planning
Can Be Modulated By
AI Players, No Direct Player Influence, Player/Character Skill Composites, Player/System Action Composites, Strategic Knowledge
Possible Closure Effects
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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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