Difference between revisions of "Variable Accuracy"

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''Game mechanics to simulate differences in the difficulty to hit what one aims at.''
 
''Game mechanics to simulate differences in the difficulty to hit what one aims at.''
  
This pattern is a still a stub.
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In real life, hitting what one aims at is quite difficult. This is however not the case in games since the granularity of game worlds and the rather simple physics needed to create a basic combat system can result in players always hitting what they aim at. When this is seen as a problem, [[Variable Accuracy]] can introduce to make hitting what one aims at depend on more gameplay factors.
  
 
=== Examples ===
 
=== Examples ===

Revision as of 08:42, 24 September 2011

Game mechanics to simulate differences in the difficulty to hit what one aims at.

In real life, hitting what one aims at is quite difficult. This is however not the case in games since the granularity of game worlds and the rather simple physics needed to create a basic combat system can result in players always hitting what they aim at. When this is seen as a problem, Variable Accuracy can introduce to make hitting what one aims at depend on more gameplay factors.

Examples

Left 4 Dead series

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

Skills, Upgrades

Possible Closure Effects

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Potentially Conflicting With

Predictable Consequences

History

New pattern created in this wiki.

References

  1. Page on the GiantBomb site describing Wobble aiming.
  2. Page on the GiantBomb site describing Stationary Aiming.
  3. Page on the GiantBomb site describing Iron Sights.

Acknowledgements

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