Difference between revisions of "Surprise Attacks"
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− | + | ''Attacks that come unexpected to the target of those attacks.'' | |
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− | + | Many games put players in conflict with other players or diegetic enemies. A game has the potential for [[Surprise Attacks]] when either side can attack the other without that side being prepared. | |
=== Examples === | === Examples === | ||
− | + | Players of [[Chess]] and [[Go]] can be caught in [[Surprise Attacks]] even if they can see all their opponent pieces. This since they may not be able to calculate all possible future moves by their opponents and due to this miss attacks being prepared. This can also happen in [[Diplomacy]], but in this game winning strategies often hinges upon betraying an "ally" at a convenient point by doing a [[Surprise Attacks|Surprise Attack]] on that "ally". | |
Game masters in [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] such as [[Dungeons & Dragons]] and [[GURPS]] can easily create [[Surprise Attacks]] for players in the form of traps or hidden monsters. Many times, however, players are given some chance to discover these to let characters with high perception help the group of adventurers. | Game masters in [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] such as [[Dungeons & Dragons]] and [[GURPS]] can easily create [[Surprise Attacks]] for players in the form of traps or hidden monsters. Many times, however, players are given some chance to discover these to let characters with high perception help the group of adventurers. | ||
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== Using the pattern == | == Using the pattern == | ||
+ | [[Surprise Attacks]] are typically included in games to provide variation or extra concerns regarding [[Combat]]. Generally, they can occur in any game that has [[Combat]] and [[Fog of War]] or [[Imperfect Information]] related to that. However, [[Solution Uncertainty]] can make [[Surprise Attacks]] possible even in games with [[Perfect Information]]. | ||
− | + | [[Stealth]] and [[Traps]] are patterns that in themselves can provide [[Surprise Attacks]] or can let [[Agents]] work towards performing such attacks. [[Scouting]] can also do this, but typically as a consequence later after some preparation has been done. | |
− | + | Taking control of the game system, [[Game Masters]] and [[Ultra-Powerful Events]] can enforce [[Surprise Attacks]] and guarantee that players only can react when they are supposed to due to the game design or dramatic purposes. | |
− | + | Providing [[Flanking Routes]] and [[Sniper Locations]] allows greater possibilities to launch [[Surprise Attacks]]. | |
== Consequences == | == Consequences == | ||
+ | [[Surprise Attacks]] are by definition ways to have [[Surprises]] in games. They allow distinctly different type of [[Combat]] events to occur, which can cause [[Tension]] either by occurring or by players expecting them. Planning [[Surprise Attacks]] requires [[Tactical Planning]] but so can planning to minimize the effect of possible [[Surprise Attacks]]. Such planned attacks can be prime examples of [[Betrayal]]. | ||
+ | |||
+ | [[Surprise Attacks]] that cannot be detected in advance can be seen as a form of simply giving [[Damage]]. Such [[Surprise Attacks]] can work against players feeling an [[Exaggerated Perception of Influence]], especially if the [[Surprise Attacks]] are presented as [[Cut Scenes]]. | ||
== Relations == | == Relations == | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Game Masters]], | [[Game Masters]], | ||
+ | [[Scouting]], | ||
[[Stealth]], | [[Stealth]], | ||
+ | [[Solution Uncertainty]], | ||
[[Traps]], | [[Traps]], | ||
[[Ultra-Powerful Events]] | [[Ultra-Powerful Events]] |
Latest revision as of 12:30, 26 March 2018
Attacks that come unexpected to the target of those attacks.
Many games put players in conflict with other players or diegetic enemies. A game has the potential for Surprise Attacks when either side can attack the other without that side being prepared.
Contents
Examples
Players of Chess and Go can be caught in Surprise Attacks even if they can see all their opponent pieces. This since they may not be able to calculate all possible future moves by their opponents and due to this miss attacks being prepared. This can also happen in Diplomacy, but in this game winning strategies often hinges upon betraying an "ally" at a convenient point by doing a Surprise Attack on that "ally".
Game masters in Tabletop Roleplaying Games such as Dungeons & Dragons and GURPS can easily create Surprise Attacks for players in the form of traps or hidden monsters. Many times, however, players are given some chance to discover these to let characters with high perception help the group of adventurers.
In the first installment of the X-COM series, the player's characters could only see enemies in their line of sight. This could easily lead to Surprise Attacks if rooms where not completely searched or aliens had the opportunity to sneak up behind the characters.
Using the pattern
Surprise Attacks are typically included in games to provide variation or extra concerns regarding Combat. Generally, they can occur in any game that has Combat and Fog of War or Imperfect Information related to that. However, Solution Uncertainty can make Surprise Attacks possible even in games with Perfect Information.
Stealth and Traps are patterns that in themselves can provide Surprise Attacks or can let Agents work towards performing such attacks. Scouting can also do this, but typically as a consequence later after some preparation has been done.
Taking control of the game system, Game Masters and Ultra-Powerful Events can enforce Surprise Attacks and guarantee that players only can react when they are supposed to due to the game design or dramatic purposes.
Providing Flanking Routes and Sniper Locations allows greater possibilities to launch Surprise Attacks.
Consequences
Surprise Attacks are by definition ways to have Surprises in games. They allow distinctly different type of Combat events to occur, which can cause Tension either by occurring or by players expecting them. Planning Surprise Attacks requires Tactical Planning but so can planning to minimize the effect of possible Surprise Attacks. Such planned attacks can be prime examples of Betrayal.
Surprise Attacks that cannot be detected in advance can be seen as a form of simply giving Damage. Such Surprise Attacks can work against players feeling an Exaggerated Perception of Influence, especially if the Surprise Attacks are presented as Cut Scenes.
Relations
Can Instantiate
Betrayal, Cut Scenes, Damage, Surprises, Tactical Planning, Tension,
Can Modulate
Can Be Instantiated By
Game Masters, Scouting, Stealth, Solution Uncertainty, Traps, Ultra-Powerful Events
Fog of War or Imperfect Information in games with Combat
Can Be Modulated By
Flanking Routes, Sniper Locations
Possible Closure Effects
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Potentially Conflicting With
Exaggerated Perception of Influence
History
New pattern created for this wiki by Staffan Björk.
References
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Acknowledgements
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