Difference between revisions of "Predictable Consequences"

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== Relations ==
 
== Relations ==
 +
[[Irreversible Events]]
 +
[[Analysis Paralysis]]
 +
[[Randomness]]
 +
[[Agents]]
 +
[[Algorithmic Agents]]
 +
[[Turn-Based Games]]
 +
[[Turn Taking]]
 +
[[Non-Player Characters]]
 +
[[Stimulated Planning]]
 +
[[Strategic Planning]]
 +
[[Extra Chances]]
 +
[[Internal Conflicts]]
 +
[[Arithmetic Progression]]
 +
[[Development Time]]
 +
[[Delayed Effects]]
 +
[[Anonymous Actions]]
 +
[[Stack Seeding]]
 +
[[Thematic Consistency]]
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===

Revision as of 12:45, 22 May 2011

The possibility to predict how game states will change due to actions or events.

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Irreversible Events Analysis Paralysis Randomness Agents Algorithmic Agents Turn-Based Games Turn Taking Non-Player Characters Stimulated Planning Strategic Planning Extra Chances Internal Conflicts Arithmetic Progression Development Time Delayed Effects Anonymous Actions Stack Seeding Thematic Consistency

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

An updated version of the pattern Predictable Consequences that was part of the original collection in the book Patterns in Game Design[1].

or

New pattern created in this wiki.

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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