Difference between revisions of "Uncertainty of Information"
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== Using the pattern == | == Using the pattern == | ||
+ | === Can Be Instantiated By === | ||
+ | [[Ambiguous Responses]], | ||
+ | [[Bluffing]], | ||
+ | [[Communication Channels]], | ||
+ | [[Detective Structures]], | ||
+ | [[Drawing Stacks]], | ||
+ | [[Enforced Player Anonymity]], | ||
+ | [[Feigned Die Rolls]], | ||
+ | [[Fog of War]], | ||
+ | [[Indirect Information]], | ||
+ | [[Imperfect Information]], | ||
+ | [[Information Passing]], | ||
+ | [[Non-Player Help]] | ||
+ | |||
+ | [[Enemies]] together with [[Randomness]] | ||
+ | |||
+ | === Can Be Modulated By === | ||
+ | [[Public Player Statistics]], | ||
+ | [[Randomness]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
Line 26: | Line 45: | ||
== Consequences == | == Consequences == | ||
+ | === Can Instantiate === | ||
+ | [[Anonymous Actions]], | ||
+ | [[Betrayal]], | ||
+ | [[Gain Information]], | ||
+ | [[Game World Exploration]], | ||
+ | [[Limited Planning Ability]], | ||
+ | [[Player Unpredictability]], | ||
+ | [[Secret Alliances]], | ||
+ | [[Secret Resources]], | ||
+ | [[Solution Uncertainty]], | ||
+ | [[Tension]] | ||
+ | |||
+ | ==== with [[Enemies]] ==== | ||
+ | [[Reconnaissance]] | ||
+ | |||
+ | === Can Modulate === | ||
+ | [[Delayed Effects]], | ||
+ | [[Outcome Indicators]], | ||
+ | [[Predictable Consequences]], | ||
+ | [[Stimulated Planning]], | ||
+ | [[Unknown Goals]] | ||
+ | |||
+ | === Potentially Conflicting With === | ||
+ | [[Conflicts]], | ||
+ | [[Direct Information]], | ||
+ | [[Game State Indicators]], | ||
+ | [[Goal Indicators]], | ||
+ | [[Interferable Goals]], | ||
+ | [[Outcome Indicators]], | ||
+ | [[Perfect Information]], | ||
+ | [[Predictable Consequences]], | ||
+ | [[Progress Indicators]] | ||
== Relations == | == Relations == |
Revision as of 17:54, 28 January 2015
The case when a player cannot be certain on the reliability of information he or she has.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Can Be Instantiated By
Ambiguous Responses, Bluffing, Communication Channels, Detective Structures, Drawing Stacks, Enforced Player Anonymity, Feigned Die Rolls, Fog of War, Indirect Information, Imperfect Information, Information Passing, Non-Player Help
Enemies together with Randomness
Can Be Modulated By
Public Player Statistics, Randomness
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Instantiate
Anonymous Actions, Betrayal, Gain Information, Game World Exploration, Limited Planning Ability, Player Unpredictability, Secret Alliances, Secret Resources, Solution Uncertainty, Tension
with Enemies
Can Modulate
Delayed Effects, Outcome Indicators, Predictable Consequences, Stimulated Planning, Unknown Goals
Potentially Conflicting With
Conflicts, Direct Information, Game State Indicators, Goal Indicators, Interferable Goals, Outcome Indicators, Perfect Information, Predictable Consequences, Progress Indicators
Relations
Can Instantiate
Anonymous Actions, Betrayal, Gain Information, Game World Exploration, Limited Planning Ability, Player Unpredictability, Secret Alliances, Secret Resources, Solution Uncertainty, Tension
with Enemies
Can Modulate
Delayed Effects, Outcome Indicators, Predictable Consequences, Stimulated Planning, Unknown Goals
Can Be Instantiated By
Ambiguous Responses, Bluffing, Communication Channels, Detective Structures, Drawing Stacks, Enforced Player Anonymity, Feigned Die Rolls, Fog of War, Indirect Information, Imperfect Information, Information Passing, Non-Player Help
Enemies together with Randomness
Can Be Modulated By
Public Player Statistics, Randomness
Possible Closure Effects
-
Potentially Conflicting With
Conflicts, Direct Information, Game State Indicators, Goal Indicators, Interferable Goals, Outcome Indicators, Perfect Information, Predictable Consequences, Progress Indicators
History
An updated version of the pattern Uncertainty of Information that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-