Difference between revisions of "Player Unpredictability"

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(Relations)
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== Using the pattern ==
 
== Using the pattern ==
 +
=== Can Be Instantiated By ===
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[[Asymmetric Information]],
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[[Betrayal]],
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[[Bluffing]],
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[[Imperfect Information]],
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[[Negotiation]],
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[[Secret Goals]],
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[[Uncertainty of Information]]
 +
 +
=== Can Be Modulated By ===
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[[No Direct Player Influence]],
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[[Player/Character Skill Composites]],
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[[Player/System Action Composites]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
 +
=== Can Instantiate ===
 +
[[Cognitive Engrossment]],
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[[Limited Foresight]],
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[[Limited Planning Ability]],
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[[Multiplayer Games]],
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[[Risk/Reward]],
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[[Stimulated Planning]],
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[[Surprises]],
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[[Uncertainty of Outcome]]
 +
 +
=== Can Modulate ===
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[[Analysis Paralysis]],
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[[Cooperation]]
 +
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=== Potentially Conflicting With ===
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[[Dominant Strategy]],
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[[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.

Examples

Race for the Galaxy

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

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

Acknowledgements

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