Difference between revisions of "Player Unpredictability"
From gdp3
(→Relations) |
(→Relations) |
||
Line 34: | Line 34: | ||
[[Tactical Planning]] | [[Tactical Planning]] | ||
[[Cooperation]] | [[Cooperation]] | ||
− | [[ | + | [[Performance Unpredictability]] |
=== Can Instantiate === | === Can Instantiate === |
Revision as of 23:13, 6 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
Player/Character Skill Composites Multiplayer Games Betrayal No Direct Player Influence Strategic Knowledge Tactical Planning Cooperation Performance Unpredictability
Can Instantiate
Can Modulate
-
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
Dominant Strategy, Predictable Winner
History
New pattern created in this wiki. However, the pattern is based on the concept of player unpredictability described in Costikyan's book Uncertainty in Games[1].
References
Acknowledgements
-