Difference between revisions of "Tactical Planning"
From gdp3
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[[Fog of War]] | [[Fog of War]] | ||
+ | [[Game Mastery]] | ||
[[Environmental Effects]] | [[Environmental Effects]] | ||
[[Power-Ups]] | [[Power-Ups]] | ||
[[Enemies]] | [[Enemies]] | ||
+ | [[Tradeoffs]] | ||
+ | [[Risk/Rewards]] | ||
+ | [[Paper-Rock-Scissors]] | ||
== Consequences == | == Consequences == | ||
== Relations == | == Relations == | ||
− | + | === Can Instantiate === | |
− | [[Exaggerated Perception of Influence]] | + | [[Exaggerated Perception of Influence]], |
− | [[ | + | [[Freedom of Choice]], |
− | [[ | + | [[Player/Character Skill Composites]], |
[[Stimulated Planning]] | [[Stimulated Planning]] | ||
− | + | ||
− | + | === Can Modulate === | |
− | + | - | |
− | [[Delayed Effects]] | + | |
− | [[ | + | === Can Be Instantiated By === |
− | [[ | + | [[Delayed Effects]], |
− | + | [[Development Time]], | |
− | + | [[Freedom of Choice]], | |
[[Traces]] | [[Traces]] | ||
− | + | [[Ammunition]] together with [[Downtime]] or [[Limited Resources]] | |
− | + | [[Capture]] together with [[Bidding]], [[Movement]], or [[Investment]] | |
− | + | [[Destructible Objects]] together with [[Traps]] | |
− | + | [[Vulnerabilities]] together with [[Weapons]] | |
=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | - | ||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
+ | - | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | - | ||
== History == | == History == |
Revision as of 15:13, 16 May 2011
Planning based on what one knows of the current game state.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Game State Overviews Fog of War
Game Mastery Environmental Effects Power-Ups Enemies Tradeoffs Risk/Rewards Paper-Rock-Scissors
Consequences
Relations
Can Instantiate
Exaggerated Perception of Influence, Freedom of Choice, Player/Character Skill Composites, Stimulated Planning
Can Modulate
-
Can Be Instantiated By
Delayed Effects, Development Time, Freedom of Choice, Traces
Ammunition together with Downtime or Limited Resources
Capture together with Bidding, Movement, or Investment
Destructible Objects together with Traps
Vulnerabilities together with Weapons
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
History
New pattern created in this wiki.
References
-
Acknowledgements
-