Difference between revisions of "Performance Uncertainty"
From gdp3
(→Relations) |
|||
Line 27: | Line 27: | ||
== Relations == | == Relations == | ||
[[Uncertainty of Outcome]] | [[Uncertainty of Outcome]] | ||
− | |||
[[Challenging Gameplay]] | [[Challenging Gameplay]] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
=== Can Instantiate === | === Can Instantiate === | ||
- | - | ||
− | |||
− | |||
=== Can Modulate === | === Can Modulate === | ||
Line 46: | Line 36: | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | + | [[Memorizing]], | |
+ | [[Player Physical Prowess]], | ||
+ | [[Tactical Planning]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
− | + | [[AI Players]], | |
+ | [[No Direct Player Influence]], | ||
+ | [[Player/Character Skill Composites]], | ||
+ | [[Strategic Knowledge]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === |
Revision as of 08:48, 5 January 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Uncertainty of Outcome Challenging Gameplay
Can Instantiate
-
Can Modulate
-
Can Be Instantiated By
Memorizing, Player Physical Prowess, Tactical Planning
Can Be Modulated By
AI Players, No Direct Player Influence, Player/Character Skill Composites, Strategic Knowledge
Possible Closure Effects
-
Potentially Conflicting With
-
History
New pattern created in this wiki. However, the pattern is based on the concept of performance uncertainty described in Costikyan's book Uncertainty in Games[1].
References
Acknowledgements
-