Difference between revisions of "Performance Uncertainty"
From gdp3
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== Using the pattern == | == Using the pattern == | ||
| + | === Can Be Instantiated By === | ||
| + | [[Challenging Gameplay]], | ||
| + | [[Memorizing]], | ||
| + | [[Player Physical Prowess]], | ||
| + | [[Tactical Planning]] | ||
| + | |||
| + | === Can Be Modulated By === | ||
| + | [[AI Players]], | ||
| + | [[No Direct Player Influence]], | ||
| + | [[Player/Character Skill Composites]], | ||
| + | [[Player/System Action Composites]], | ||
| + | [[Strategic Knowledge]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
| Line 24: | Line 36: | ||
== Consequences == | == Consequences == | ||
| + | === Can Instantiate === | ||
| + | [[Uncertainty of Outcome]] | ||
== Relations == | == Relations == | ||
Revision as of 08:55, 5 January 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Can Be Instantiated By
Challenging Gameplay, Memorizing, Player Physical Prowess, Tactical Planning
Can Be Modulated By
AI Players, No Direct Player Influence, Player/Character Skill Composites, Player/System Action Composites, Strategic Knowledge
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Instantiate
Relations
Can Instantiate
Can Modulate
-
Can Be Instantiated By
Challenging Gameplay, Memorizing, Player Physical Prowess, Tactical Planning
Can Be Modulated By
AI Players, No Direct Player Influence, Player/Character Skill Composites, Player/System Action Composites, Strategic Knowledge
Possible Closure Effects
-
Potentially Conflicting With
-
History
New pattern created in this wiki. However, the pattern is based on the concept of performance uncertainty described in Costikyan's book Uncertainty in Games[1].
References
Acknowledgements
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