Difference between revisions of "Player Unpredictability"
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=== Examples === | === Examples === | ||
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== Using the pattern == | == Using the pattern == |
Revision as of 14:33, 7 January 2015
The limit on what will happen in future gameplay due to not knowing how other players will act.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Can Instantiate
Cognitive Engrossment, Limited Foresight, Limited Planning Ability, Multiplayer Games, Risk/Reward, Surprises, Uncertainty of Outcome
Can Modulate
Analysis Paralysis, Cooperation
Can Be Instantiated By
Asymmetric Information, Betrayal, Bluffing, Imperfect Information, Negotiation, Secret Goals, Uncertainty of Information
Can Be Modulated By
No Direct Player Influence, Player/Character Skill Composites, Player/System Action Composites
Possible Closure Effects
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Potentially Conflicting With
Dominant Strategy, Predictable Winner, Strategic Knowledge
History
New pattern created in this wiki. However, the pattern is based on the concept of player unpredictability described in Costikyan's book Uncertainty in Games[1].
References
Acknowledgements
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