Difference between revisions of "Variable Accuracy"
From gdp3
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Stationary aiming<ref name="sa"/> | Stationary aiming<ref name="sa"/> | ||
Iron Sights<ref name="iron"/> | Iron Sights<ref name="iron"/> | ||
+ | |||
+ | === Can Be Instantiated By === | ||
+ | [[Extended Actions]] | ||
+ | [[Randomness]] | ||
+ | [[Weapons]] | ||
+ | |||
+ | === Can Be Modulated By === | ||
+ | [[Upgrades]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Consequences == | == Consequences == | ||
− | == | + | ==== with [[Aim & Shoot]] ==== |
+ | [[Player/Character Skill Composites]] | ||
− | === Can | + | === Can Modulate === |
+ | [[Aim & Shoot]], | ||
+ | [[Combat]], | ||
+ | [[Crosshairs]], | ||
+ | [[Weapons]] | ||
+ | |||
+ | === Potentially Conflicting With === | ||
+ | [[Predictable Consequences]] | ||
+ | |||
+ | == Relations == | ||
+ | === Can Instantiate === | ||
==== with [[Aim & Shoot]] ==== | ==== with [[Aim & Shoot]] ==== | ||
[[Player/Character Skill Composites]] | [[Player/Character Skill Composites]] | ||
Line 38: | Line 57: | ||
[[Aim & Shoot]], | [[Aim & Shoot]], | ||
[[Combat]], | [[Combat]], | ||
− | [[Crosshairs]] | + | [[Crosshairs]], |
+ | [[Weapons]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Extended Actions]] | [[Extended Actions]] | ||
+ | [[Randomness]], | ||
[[Weapons]] | [[Weapons]] | ||
Line 51: | Line 72: | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
− | + | [[Predictable Consequences]] | |
== History == | == History == |
Revision as of 08:19, 24 September 2011
Game mechanics to simulate differences in the difficulty to hit what one aims at.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Wobble aiming[1] Stationary aiming[2] Iron Sights[3]
Can Be Instantiated By
Extended Actions Randomness Weapons
Can Be Modulated By
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
with Aim & Shoot
Player/Character Skill Composites
Can Modulate
Aim & Shoot, Combat, Crosshairs, Weapons
Potentially Conflicting With
Relations
Can Instantiate
with Aim & Shoot
Player/Character Skill Composites
Can Modulate
Aim & Shoot, Combat, Crosshairs, Weapons
Can Be Instantiated By
Extended Actions Randomness, Weapons
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
History
New pattern created in this wiki.
References
- ↑ Page on the GiantBomb site describing Wobble aiming.
- ↑ Page on the GiantBomb site describing Stationary Aiming.
- ↑ Page on the GiantBomb site describing Iron Sights.
Acknowledgements
-