Difference between revisions of "Dice"
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Revision as of 15:29, 5 October 2011
Dice are physical game elements that are used to randomize an outcome from a predefined set of outcomes, each outcome having the same likelihood.
Many games make use of randomness to determine what happens during gameplay. Dice is one of the most common ways of achieving this, with the 6-sided dice being the most common.
Classical
The normal die is 6-sided with markings from one to six but many alternatives exist: 2-sided (coins), 4-sided, 8-sided, 10-sided, 12-sided, 20-sided, 24-sided, and ball-shaped with a 100 markings. It is possible to vary these Dice further by exchanging the markings with other numbers, or icons representing resources, actions, or other more specific outcomes. The distribution of the outcomes can be further modified with multiple instances of the same outcome in the predefined set, for example, by creating random numbers from one to three using two markings for each of the numbers in a 6-sided die. Several Dice can be used together to create approximations of normal distributions.
Contents
Examples
[[
See Dice Games Properly Explained[1] for numerous more examples of Dice games.
Using the pattern
Although not mechanically necessary in computers, Dice can be used in computers either because the non-computerized game use Dice or because Dice provide a well-known means of randomizing with well-known distributions. In computer games, the outcome of a die roll may, of course, be fudged to achieve Balancing Effects but the player may over time perceive this and this may prevent the Perceived Chance to Succeed.
different types of marking
Warhammer 40K scatter die
numbers
heckmeck?
hit areas
weather,
väderstreck
direction
They are most common when simulating real world actions and events that are difficult to exactly predict, for example Combat or how successful uses of Skills are.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Dice support Randomness and Luck in games, but in many cases also the possibility of developing Strategic Knowledge about distributions and probabilities.
Although not diegetically present, they effectively be the Focus Loci for players, especially when they represent abstract actions or the Game Worlds are abstract (as for example in many Tabletop Roleplaying Games.
Relations
Bloodbowl No Direct Player Influence Extra Chances Game Masters Bloodbowl (computer game) Pachisi Balancing Effects Movement Combat Health Focus Loci Feigned Die Rolls
Can Instantiate
Luck, Randomness, Strategic Knowledge
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
An updated version of the pattern Dice that was part of the original collection in the book Patterns in Game Design[2].
References
- ↑ Cite error: Invalid
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- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
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