Difference between revisions of "Tactical Planning"
From gdp3
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[[Game Mastery]] | [[Game Mastery]] | ||
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[[Tradeoffs]] | [[Tradeoffs]] | ||
[[Risk/Rewards]] | [[Risk/Rewards]] | ||
[[Paper-Rock-Scissors]] | [[Paper-Rock-Scissors]] | ||
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== Consequences == | == Consequences == | ||
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[[Delayed Effects]], | [[Delayed Effects]], | ||
[[Development Time]], | [[Development Time]], | ||
+ | [[Enemies]], | ||
+ | [[Environmental Effects]], | ||
[[Freedom of Choice]], | [[Freedom of Choice]], | ||
+ | [[Multiplayer Games]], | ||
+ | [[Power-Ups]], | ||
[[Traces]] | [[Traces]] | ||
Revision as of 15:15, 16 May 2011
Planning based on what one knows of the current game state.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Game State Overviews Fog of War
Game Mastery Tradeoffs Risk/Rewards Paper-Rock-Scissors
Consequences
Relations
Can Instantiate
Exaggerated Perception of Influence, Freedom of Choice, Player/Character Skill Composites, Stimulated Planning
Can Modulate
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Can Be Instantiated By
Delayed Effects, Development Time, Enemies, Environmental Effects, Freedom of Choice, Multiplayer Games, Power-Ups, Traces
Ammunition together with Downtime or Limited Resources
Capture together with Bidding, Movement, or Investment
Destructible Objects together with Traps
Vulnerabilities together with Weapons
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
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Acknowledgements
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