Difference between revisions of "Player Unpredictability"
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− | + | [[Player Unpredictability]] has many effects on gameplay. First, it causes an [[Uncertainty of Outcome]] of due to [[Limited Foresight]] or [[Limited Planning Ability]], or causes these two patterns through the uncertainty. Second, it typically leads to [[Stimulated Planning]] and [[Cognitive Engrossment]] as players need to engage in judgments on the possible [[Risk/Reward]] situations they are aware of. Third, is can lead of [[Analysis Paralysis]] due to the difficulties that can arise from trying to do this planning. Finally, it can lead to [[Surprises]]. | |
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− | + | [[Player Unpredictability]] can make [[Cooperation]] more difficult since players cannot as easily assume what other players will be doing. | |
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− | [[Cooperation]] | + | |
− | === | + | === Can Instantiate === |
− | [[ | + | [[Multiplayer Games]], |
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== Relations == | == Relations == |
Revision as of 20:53, 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
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
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Player Unpredictability has many effects on gameplay. First, it causes an Uncertainty of Outcome of due to Limited Foresight or Limited Planning Ability, or causes these two patterns through the uncertainty. Second, it typically leads to Stimulated Planning and Cognitive Engrossment as players need to engage in judgments on the possible Risk/Reward situations they are aware of. Third, is can lead of Analysis Paralysis due to the difficulties that can arise from trying to do this planning. Finally, it can lead to Surprises.
Player Unpredictability can make Cooperation more difficult since players cannot as easily assume what other players will be doing.
Can Instantiate
Relations
Can Instantiate
Cognitive Engrossment, Limited Foresight, Limited Planning Ability, Multiplayer Games, Risk/Reward, Stimulated Planning, 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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