Difference between revisions of "Tactical Planning"
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[[Vulnerabilities]] together with [[Weapons]] | [[Vulnerabilities]] together with [[Weapons]] | ||
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+ | [[Tactical Planning]] can be modulated by how much information is available about the game state. | ||
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+ | [[Perfect Information]] | ||
+ | [[Imperfect Information]] | ||
+ | [[Near Miss Indicators]] | ||
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+ | [[Game State Overviews]] | ||
+ | [[Fog of War]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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=== Narrative Aspects === | === Narrative Aspects === | ||
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[[Game Mastery]] | [[Game Mastery]] | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
− | + | [[Fog of War]], | |
+ | [[Game State Overviews]], | ||
+ | [[Imperfect Information]], | ||
+ | [[Near Miss Indicators]], | ||
+ | [[Perfect Information]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === |
Revision as of 16:08, 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
One a general level, providing the possibility of Tactical Planning in a game consists of letting players have a Freedom of Choice between some actions they can perform, letting the feasibility of those actions depend on local circumstances, and providing them with some time to choose between them.
Action Programming, Budgeted Action Points, Combos
Delayed Effects, Development Time, Enemies, Environmental Effects, , 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
Tactical Planning can be modulated by how much information is available about the game state.
Perfect Information Imperfect Information Near Miss Indicators
Game State Overviews Fog of War
Diegetic Aspects
Interface Aspects
Narrative Aspects
Game Mastery Tradeoffs Risk/Rewards Paper-Rock-Scissors
Consequences
The possibility of doing Tactical Planning to increase one's chances of succeeding lead to Stimulated Planning in a game design. Further, it can support players to have an Exaggerated Perception of Influence and have Cognitive Engrossment but this may also cause Analysis Paralysis.
That Tactical Planning can be done implies that there exist a Freedom of Choice for players, and when gameplay depends on how well this is used the pattern of Tactical Planning can be the basis for Player/Character Skill Composites.
Relations
Can Instantiate
Analysis Paralysis, Cognitive Engrossment, Exaggerated Perception of Influence, Freedom of Choice, Player/Character Skill Composites, Stimulated Planning
Can Modulate
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Can Be Instantiated By
Action Programming, Budgeted Action Points, Combos, 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
Fog of War, Game State Overviews, Imperfect Information, Near Miss Indicators, Perfect Information
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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