Difference between revisions of "Variable Accuracy"
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== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
− | ==== with [[Skills]] or [[Weapons]] ==== | + | ==== with [[Skills]], [[Upgrades]], or [[Weapons]] ==== |
[[Player/Character Skill Composites]] | [[Player/Character Skill Composites]] | ||
Revision as of 08:32, 24 September 2011
Game mechanics to simulate differences in the difficulty to hit what one aims at.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Wobble aiming[1] Stationary aiming[2] Iron Sights[3]
Can Be Instantiated By
Extended Actions Randomness Weapons
Can Be Modulated By
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Variable Accuracy is a way of modifying Weapons so that Aim & Shoot action, and thereby Combat, becomes more difficult. The level of accuracy attained in games using the Variable Accuracy is often displayed through a visual change in the Crosshairs presented to the player.
By making it less certain that one will hit what one aims at, the pattern works against Predictable Consequences.
with Aim & Shoot
Player/Character Skill Composites
Relations
Can Instantiate
with Skills, Upgrades, or Weapons
Player/Character Skill Composites
Can Modulate
Aim & Shoot, Combat, Crosshairs, Weapons
Can Be Instantiated By
Extended Actions Randomness, Weapons
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
History
New pattern created in this wiki.
References
- ↑ Page on the GiantBomb site describing Wobble aiming.
- ↑ Page on the GiantBomb site describing Stationary Aiming.
- ↑ Page on the GiantBomb site describing Iron Sights.
Acknowledgements
-