Difference between revisions of "Tactical Planning"
Line 14: | Line 14: | ||
== Using the pattern == | == Using the pattern == | ||
+ | [[Delayed Effects]], | ||
+ | [[Development Time]], | ||
+ | [[Enemies]], | ||
+ | [[Environmental Effects]], | ||
+ | [[Freedom of Choice]], | ||
+ | [[Multiplayer Games]], | ||
+ | [[Power-Ups]], | ||
+ | [[Traces]] | ||
+ | |||
+ | [[Ammunition]] together with [[Downtime]] or [[Limited Resources]] | ||
+ | |||
+ | [[Capture]] together with [[Bidding]], [[Movement]], or [[Investment]] | ||
+ | |||
+ | [[Destructible Objects]] together with [[Traps]] | ||
+ | |||
+ | [[Vulnerabilities]] together with [[Weapons]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
Line 24: | Line 40: | ||
[[Fog of War]] | [[Fog of War]] | ||
+ | [[Analysis Paralysis]] | ||
[[Game Mastery]] | [[Game Mastery]] | ||
[[Tradeoffs]] | [[Tradeoffs]] | ||
Line 32: | Line 49: | ||
== Consequences == | == Consequences == | ||
+ | === Can Instantiate === | ||
+ | [[Exaggerated Perception of Influence]], | ||
+ | [[Freedom of Choice]], | ||
+ | [[Player/Character Skill Composites]], | ||
+ | [[Stimulated Planning]] | ||
== Relations == | == Relations == |
Revision as of 15:39, 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
Delayed Effects, Development Time, Enemies, Environmental Effects, Freedom of Choice, Multiplayer Games, Power-Ups, Traces
Ammunition together with Downtime or Limited Resources
Capture together with Bidding, Movement, or Investment
Destructible Objects together with Traps
Vulnerabilities together with Weapons
Diegetic Aspects
Interface Aspects
Narrative Aspects
Game State Overviews Fog of War
Analysis Paralysis Game Mastery Tradeoffs Risk/Rewards Paper-Rock-Scissors
Consequences
Can Instantiate
Exaggerated Perception of Influence, Freedom of Choice, Player/Character Skill Composites, Stimulated Planning
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, Enemies, Environmental Effects, Freedom of Choice, Multiplayer Games, Power-Ups, 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
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Acknowledgements
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