Difference between revisions of "Player Unpredictability"

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(Relations)
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== Relations ==
 
== Relations ==
 
+
[[Stimulated Planning]]
[[Player/Character Skill Composites]]
+
[[Multiplayer Games]]
+
[[Betrayal]]
+
[[No Direct Player Influence]]
+
[[Strategic Knowledge]]
+
[[Tactical Planning]]
+
[[Cooperation]]
+
[[Performance Uncertainty]]
+
 
+
[[Analysis Paralysis]]
+
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Limited Foresight]],  
 
[[Limited Foresight]],  
 
[[Limited Planning Ability]],  
 
[[Limited Planning Ability]],  
 +
[[Multiplayer Games]],
 
[[Risk/Reward]],  
 
[[Risk/Reward]],  
 
[[Surprises]],  
 
[[Surprises]],  
Line 46: Line 37:
  
 
=== Can Modulate ===
 
=== Can Modulate ===
-
+
[[Analysis Paralysis]],
 +
[[Cooperation]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 
[[Asymmetric Information]],  
 
[[Asymmetric Information]],  
 +
[[Betrayal]],
 
[[Bluffing]],  
 
[[Bluffing]],  
 
[[Imperfect Information]],  
 
[[Imperfect Information]],  
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
-
+
[[No Direct Player Influence]],
 +
[[Player/Character Skill Composites]],
 +
[[Player/System Action Composites]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 
[[Dominant Strategy]],  
 
[[Dominant Strategy]],  
[[Predictable Winner]]
+
[[Predictable Winner]],
 +
[[Strategic Knowledge]]
  
 
== History ==
 
== History ==

Revision as of 14:28, 7 January 2015

The limit on what will happen in future gameplay due to not knowing how other players will act.

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Stimulated Planning

Can Instantiate

Limited Foresight, Limited Planning Ability, Multiplayer Games, Risk/Reward, Surprises, Uncertainty of Outcome

Can Modulate

Analysis Paralysis, Cooperation

Can Be Instantiated By

Asymmetric Information, Betrayal, Bluffing, Imperfect Information, Negotiation, Secret Goals, Uncertainty of Information

Can Be Modulated By

No Direct Player Influence, Player/Character Skill Composites, Player/System Action Composites

Possible Closure Effects

-

Potentially Conflicting With

Dominant Strategy, Predictable Winner, Strategic Knowledge

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

  1. Costikyan, G. 2013. Uncertainty in Games. MIT Press. Official webpage for the book.

Acknowledgements

-