Difference between revisions of "Strategic Knowledge"

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[[Category:Needs examples]]
 
[[Category:Needs examples]]
 
[[Category:Needs references]]
 
[[Category:Needs references]]
[[Category:Patterns created on the Wiki]]
 
 
[[Category:Stub]]
 
[[Category:Stub]]
 
''Knowledge based on game elements, rules, possible actions, or evaluation functions of games without regards to specific game states.''
 
''Knowledge based on game elements, rules, possible actions, or evaluation functions of games without regards to specific game states.''
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== Consequences ==
 
== Consequences ==
 +
 +
in both [[Single-Player Games]], , and in [[Multiplayer Games]] - for [[Multiplayer Games]] this exchange may take place within the gameplay (players in two concurrent [[Single-Player Games]] can of course exchange information also but this is not within the same game session).
  
 
== Relations ==
 
== Relations ==
[[Irreversible Events]]
 
[[Randomness]]
 
 
[[Exaggerated Perception of Influence]]
 
[[Exaggerated Perception of Influence]]
[[Units]]
 
[[Combos]]
 
[[Stimulated Planning]]
 
[[Strategic Planning]]
 
 
[[Diegetically Outstanding Features]]
 
[[Diegetically Outstanding Features]]
[[Heterogeneous Game Element Ownership]]
+
 
[[Multiplayer Games]]
+
[[Zero-Player Games]]
+
[[Internal Conflicts]]
+
 
[[Cutscenes]]
 
[[Cutscenes]]
[[Single-Player Games]]
+
 
[[Fixed Distributions]]
+
[[Game Worlds]]
+
[[Self-Facilitated Games]]
+
[[Evolving Rule Sets]]
+
 
[[Construction]]
 
[[Construction]]
[[Environmental Effects]]
 
 
[[Weapons]]
 
[[Weapons]]
[[Crafting]]
 
[[Thematic Consistency]]
 
[[Predictable Consequences]]
 
[[Strategic Locations]]
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 +
[[Extra-Game Actions]],
 +
[[Internal Conflicts]],
 +
[[Self-Facilitated Games]],
 +
[[Social Interaction]],
 +
[[Strategic Planning]],
 +
[[Trans-Game Information]]
  
==== with ... ====
+
==== with [[Evolving Rule Sets]] ====
 +
[[Red Queen Dilemma]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
[[Crafting]],
 +
[[Environmental Effects]],
 +
[[Fixed Distributions]],
 +
[[Predictable Consequences]],
 +
[[Randomness]],
 +
[[Stimulated Planning]],
 +
[[Strategic Locations]],
 +
[[Thematic Consistency]],
 +
[[Zero-Player Games]]
 +
 +
[[Asymmetric Abilities]] together with [[Units]]
 +
 +
[[Combos]] together with [[Hidden Rules]] or [[Heterogeneous Game Element Ownership]]
 +
 +
[[Vulnerabilities]] together with [[Weapons]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
[[Multiplayer Games]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Revision as of 18:47, 25 May 2011

Knowledge based on game elements, rules, possible actions, or evaluation functions of games without regards to specific game states.

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

in both Single-Player Games, , and in Multiplayer Games - for Multiplayer Games this exchange may take place within the gameplay (players in two concurrent Single-Player Games can of course exchange information also but this is not within the same game session).

Relations

Exaggerated Perception of Influence Diegetically Outstanding Features

Cutscenes

Construction Weapons

Can Instantiate

Extra-Game Actions, Internal Conflicts, Self-Facilitated Games, Social Interaction, Strategic Planning, Trans-Game Information

with Evolving Rule Sets

Red Queen Dilemma

Can Modulate

Can Be Instantiated By

Crafting, Environmental Effects, Fixed Distributions, Predictable Consequences, Randomness, Stimulated Planning, Strategic Locations, Thematic Consistency, Zero-Player Games

Asymmetric Abilities together with Units

Combos together with Hidden Rules or Heterogeneous Game Element Ownership

Vulnerabilities together with Weapons

Can Be Modulated By

Multiplayer Games

Possible Closure Effects

Potentially Conflicting With

History

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

References

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

Acknowledgements

-