Difference between revisions of "Player/System Action Composites"

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(Relations)
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== Using the pattern ==
 
== Using the pattern ==
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=== Can Instantiate ===
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=== Diegetic Aspects ===
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=== Can Be Instantiated By ===
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[[Automated Responses]],
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[[Player Augmentations]]
  
=== Interface Aspects ===
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[[Player/Character Skill Composites]] together with [[Automated Responses]] or [[Enforced Agent Behavior]]
 
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=== Narration Aspects ===
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== Consequences ==
 
== Consequences ==
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[[Player/System Action Composites]] quite naturally modify patterns related to actions modified by the pattern, of which [[Combat]] and [[Movement]] are perhaps the most natural choices.
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The use of the pattern affects both [[Performance Uncertainty]] and [[Player Unpredictability]], typically in making them less uncertain or unpredictable.
  
 
== Relations ==
 
== Relations ==
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[[Combat]]
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=== Can Instantiate ===
 
=== Can Instantiate ===
 
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Revision as of 20:21, 5 July 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Can Instantiate

-

Can Be Instantiated By

Automated Responses, Player Augmentations

Player/Character Skill Composites together with Automated Responses or Enforced Agent Behavior

Consequences

Player/System Action Composites quite naturally modify patterns related to actions modified by the pattern, of which Combat and Movement are perhaps the most natural choices.

The use of the pattern affects both Performance Uncertainty and Player Unpredictability, typically in making them less uncertain or unpredictable.

Relations

Combat

Can Instantiate

-

Can Modulate

Movement, Performance Uncertainty, Player Unpredictability

Can Be Instantiated By

Automated Responses, Player Augmentations

Player/Character Skill Composites together with Automated Responses or Enforced Agent Behavior


Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

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Acknowledgements

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