Difference between revisions of "Performance Uncertainty"
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== Using the pattern == | == Using the pattern == | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Aim & Shoot]] | ||
+ | [[Rhythm-Based Actions]] | ||
[[Challenging Gameplay]], | [[Challenging Gameplay]], | ||
[[Memorizing]], | [[Memorizing]], | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Aim & Shoot]], | ||
[[Challenging Gameplay]], | [[Challenging Gameplay]], | ||
[[Memorizing]], | [[Memorizing]], | ||
[[Player Physical Prowess]], | [[Player Physical Prowess]], | ||
+ | [[Rhythm-Based Actions]], | ||
[[Tactical Planning]] | [[Tactical Planning]] | ||
Revision as of 12:49, 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
Aim & Shoot Rhythm-Based Actions 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
The main consequence of having Performance Uncertainty in a game is that it increases the Uncertainty of Outcome in that game.
Relations
Can Instantiate
Can Modulate
-
Can Be Instantiated By
Aim & Shoot, Challenging Gameplay, Memorizing, Player Physical Prowess, Rhythm-Based Actions, 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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