Difference between revisions of "Player/System Action Composites"
From gdp3
(→Relations) |
(→Relations) |
||
Line 28: | Line 28: | ||
== Relations == | == Relations == | ||
− | |||
− | |||
− | |||
− | |||
− | |||
[[Player Augmentations]] | [[Player Augmentations]] | ||
− | |||
=== Can Instantiate === | === Can Instantiate === | ||
Line 42: | Line 36: | ||
=== Can Modulate === | === Can Modulate === | ||
− | + | [[Movement]], | |
+ | [[Performance Uncertainty]], | ||
+ | [[Player Unpredictability]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | + | [[Automated Responses]] | |
+ | |||
+ | |||
+ | [[Player/Character Skill Composites]] together with [[Automated Responses]] or [[Enforced Agent Behavior]] | ||
+ | |||
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 20:17, 5 July 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Can Instantiate
-
with ...
Can Modulate
Movement, Performance Uncertainty, Player Unpredictability
Can Be Instantiated By
Player/Character Skill Composites together with Automated Responses or Enforced Agent Behavior
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
History
New pattern created in this wiki.
References
-
Acknowledgements
-