Difference between revisions of "Determinable Chance to Succeed"
From gdp3
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+ | [[Category:Patterns]] | ||
+ | [[Category:Needs work]] | ||
+ | [[Category:Needs revision]] | ||
+ | [[Category:Needs examples]] | ||
+ | [[Category:Stub]] | ||
+ | ''That players have ways of judging the chance for success or failure of their actions.'' | ||
+ | |||
+ | === Examples === | ||
+ | |||
+ | == Using the pattern == | ||
Note that the chance perceived by players do not need to be correct, and if players are likely to think they have higher chances than they do the pattern supports [[Exaggerated Perception of Influence]]. | Note that the chance perceived by players do not need to be correct, and if players are likely to think they have higher chances than they do the pattern supports [[Exaggerated Perception of Influence]]. | ||
+ | |||
+ | === Diegetic Aspects === | ||
+ | |||
+ | === Interface Aspects === | ||
+ | |||
+ | === Narrative Aspects === | ||
+ | |||
+ | == Consequences == | ||
+ | |||
+ | == Relations == | ||
+ | |||
+ | === Can Instantiate === | ||
+ | |||
+ | === Can Modulate === | ||
+ | |||
+ | === Can Be Instantiated By === | ||
+ | |||
+ | === Can Be Modulated By === | ||
+ | |||
+ | === Potentially Conflicting With === | ||
+ | |||
+ | == History == | ||
+ | A patterns based upon the pattern ''Perceived Chance to Succeed'' that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>. | ||
+ | |||
+ | == References == | ||
+ | <references> | ||
+ | <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> | ||
+ | </references> |
Revision as of 20:21, 11 April 2010
That players have ways of judging the chance for success or failure of their actions.
Contents
Examples
Using the pattern
Note that the chance perceived by players do not need to be correct, and if players are likely to think they have higher chances than they do the pattern supports Exaggerated Perception of Influence.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Potentially Conflicting With
History
A patterns based upon the pattern Perceived Chance to Succeed that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.