Difference between revisions of "Tactical Planning"

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== Using the pattern ==
 
== Using the pattern ==
 +
[[Delayed Effects]],
 +
[[Development Time]],
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[[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 ===
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[[Fog of War]]
 
[[Fog of War]]
  
 +
[[Analysis Paralysis]]
 
[[Game Mastery]]
 
[[Game Mastery]]
 
[[Tradeoffs]]
 
[[Tradeoffs]]
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== Consequences ==
 
== Consequences ==
 +
=== Can Instantiate ===
 +
[[Exaggerated Perception of Influence]],
 +
[[Freedom of Choice]],
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[[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.

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

Limited Planning Ability

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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