Difference between revisions of "Variable Accuracy"
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− | [[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. | + | [[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. When the [[Variable Accuracy]] depends on [[Skills]] or [[Weapons]] the players has, this creates [[Player/Character Skill Composites]], and these can be further modified by [[Upgrades]]. |
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By making it less certain that one will hit what one aims at, the pattern works against [[Predictable Consequences]]. | By making it less certain that one will hit what one aims at, the pattern works against [[Predictable Consequences]]. | ||
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== Relations == | == Relations == |
Revision as of 08:39, 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
Upgrades skills
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. When the Variable Accuracy depends on Skills or Weapons the players has, this creates Player/Character Skill Composites, and these can be further modified by Upgrades.
By making it less certain that one will hit what one aims at, the pattern works against Predictable Consequences.
Relations
Can Instantiate
with Skills or Weapons
Player/Character Skill Composites
Can Modulate
Aim & Shoot, Combat, Crosshairs, Weapons
with Upgrades
Player/Character Skill Composites
Can Be Instantiated By
Extended Actions Randomness, Weapons
Can Be Modulated By
Possible Closure Effects
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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
-