Difference between revisions of "Variable Accuracy"
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== Consequences == | == Consequences == | ||
+ | [[Variable Accuracy]] is a way of modifying [[Weapons]] so that [[Aim & Shoot]] action, and thereby [[Combat]], becomes more difficult. | ||
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+ | By making it less certain that one will hit what one aims at, the pattern works against [[Predictable Consequences]]. | ||
==== with [[Aim & Shoot]] ==== | ==== with [[Aim & Shoot]] ==== | ||
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=== Can Modulate === | === Can Modulate === | ||
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[[Crosshairs]], | [[Crosshairs]], | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
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== Relations == | == Relations == |
Revision as of 08:24, 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
Variable Accuracy is a way of modifying Weapons so that Aim & Shoot action, and thereby Combat, becomes more difficult.
By making it less certain that one will hit what one aims at, the pattern works against Predictable Consequences.
with Aim & Shoot
Player/Character Skill Composites
Can Modulate
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
-