Difference between revisions of "Player/System Action Composites"
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− | '' | + | ''Game systems where a player's actions can be initiated by either that player or the system, or where the execution of the actions are performed together.'' |
This pattern is a still a stub. | This pattern is a still a stub. | ||
=== Examples === | === Examples === | ||
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== Using the pattern == | == Using the pattern == | ||
− | [[Player/System Action Composites]] | + | [[Player/System Action Composites]] can either be created by letting actions that execute mechanically once activated be possible to be activated both by a player or the game system, or let input from both affect the execution of an action. |
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+ | An important aspect of the latter is to make sure that the system part actually differs from "normal" execution of the action; this is most easily done by letting others not have the pattern or making the pattern active due to [[Power-Ups]] or setting [[Gameplay Options]] before gameplay begins. | ||
+ | Independent of type, they are most easily created through [[Automated Responses]]. Sometimes this is created through letting the [[Skills]] or [[Characters]] affect the action, i.e. using [[Player/Character Skill Composites]] together with [[Automated Responses]] (or, in more complex cases, [[Enforced Agent Behavior]]) to instantiate the pattern. | ||
Supporting [[Player Augmentations]] can allow players to choose to have the pattern or not independent of gameplay events. | Supporting [[Player Augmentations]] can allow players to choose to have the pattern or not independent of gameplay events. | ||
Revision as of 20:35, 5 July 2015
Game systems where a player's actions can be initiated by either that player or the system, or where the execution of the actions are performed together.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Player/System Action Composites can either be created by letting actions that execute mechanically once activated be possible to be activated both by a player or the game system, or let input from both affect the execution of an action.
An important aspect of the latter is to make sure that the system part actually differs from "normal" execution of the action; this is most easily done by letting others not have the pattern or making the pattern active due to Power-Ups or setting Gameplay Options before gameplay begins.
Independent of type, they are most easily created through Automated Responses. Sometimes this is created through letting the Skills or Characters affect the action, i.e. using Player/Character Skill Composites together with Automated Responses (or, in more complex cases, Enforced Agent Behavior) to instantiate the pattern. Supporting Player Augmentations can allow players to choose to have the pattern or not independent of gameplay events.
Consequences
Player/System Action Composites quite naturally modify patterns related to actions modified by the pattern, of which Combat and Movement are perhaps the most natural choices.
The use of the pattern affects both Performance Uncertainty and Player Unpredictability, typically in making them less uncertain or unpredictable.
Relations
Can Instantiate
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Can Modulate
Combat, Movement, Performance Uncertainty, Player Unpredictability
Can Be Instantiated By
Automated Responses, Player Augmentations
Player/Character Skill Composites together with Automated Responses or Enforced Agent Behavior
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
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Acknowledgements
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