Difference between revisions of "Player Unpredictability"
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== Using the pattern == | == Using the pattern == | ||
+ | === 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]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
Line 27: | Line 40: | ||
== Consequences == | == Consequences == | ||
+ | === Can Instantiate === | ||
+ | [[Cognitive Engrossment]], | ||
+ | [[Limited Foresight]], | ||
+ | [[Limited Planning Ability]], | ||
+ | [[Multiplayer Games]], | ||
+ | [[Risk/Reward]], | ||
+ | [[Stimulated Planning]], | ||
+ | [[Surprises]], | ||
+ | [[Uncertainty of Outcome]] | ||
+ | |||
+ | === Can Modulate === | ||
+ | [[Analysis Paralysis]], | ||
+ | [[Cooperation]] | ||
+ | |||
+ | === Potentially Conflicting With === | ||
+ | [[Dominant Strategy]], | ||
+ | [[Predictable Winner]], | ||
+ | [[Strategic Knowledge]] | ||
== Relations == | == Relations == |
Revision as of 14:35, 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.
Contents
Examples
Using the pattern
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
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Instantiate
Cognitive Engrossment, Limited Foresight, Limited Planning Ability, Multiplayer Games, Risk/Reward, Stimulated Planning, Surprises, Uncertainty of Outcome
Can Modulate
Analysis Paralysis, Cooperation
Potentially Conflicting With
Dominant Strategy, Predictable Winner, Strategic Knowledge
Relations
Can Instantiate
Cognitive Engrossment, Limited Foresight, Limited Planning Ability, Multiplayer Games, Risk/Reward, Stimulated Planning, 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
Acknowledgements
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