Difference between revisions of "Uncertainty of Information"

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(Relations)
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== Using the pattern ==
 
== Using the pattern ==
 +
=== Can Be Instantiated By ===
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[[Ambiguous Responses]],
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[[Bluffing]],
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[[Communication Channels]],
 +
[[Detective Structures]],
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[[Drawing Stacks]],
 +
[[Enforced Player Anonymity]],
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[[Feigned Die Rolls]],
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[[Fog of War]],
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[[Indirect Information]],
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[[Imperfect Information]],
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[[Information Passing]],
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[[Non-Player Help]]
 +
 +
[[Enemies]] together with [[Randomness]]
 +
 +
=== Can Be Modulated By ===
 +
[[Public Player Statistics]],
 +
[[Randomness]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
 +
=== Can Instantiate ===
 +
[[Anonymous Actions]],
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[[Betrayal]],
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[[Gain Information]],
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[[Game World Exploration]],
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[[Limited Planning Ability]],
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[[Player Unpredictability]],
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[[Secret Alliances]],
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[[Secret Resources]],
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[[Solution Uncertainty]],
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[[Tension]]
 +
 +
==== with [[Enemies]] ====
 +
[[Reconnaissance]]
 +
 +
=== Can Modulate ===
 +
[[Delayed Effects]],
 +
[[Outcome Indicators]],
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[[Predictable Consequences]],
 +
[[Stimulated Planning]],
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[[Unknown Goals]]
 +
 +
=== Potentially Conflicting With ===
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[[Conflicts]],
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[[Direct Information]],
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[[Game State Indicators]],
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[[Goal Indicators]],
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[[Interferable Goals]],
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[[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.

Examples

Diplomacy

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

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

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

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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

-