Difference between revisions of "Player Unpredictability"

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(Can Be Instantiated By)
(Using the pattern)
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The basic requirement for [[Player Unpredictability]] is that there are other players that can be unpredictable, i.e. [[Multiplayer Games]] is a necessary but not sufficient requirement for having the pattern in a game.  
 
The basic requirement for [[Player Unpredictability]] is that there are other players that can be unpredictable, i.e. [[Multiplayer Games]] is a necessary but not sufficient requirement for having the pattern in a game.  
  
While games like [[Chess]] and [[Go]] shows that one can have [[Player Unpredictability]] in games with [[Perfect Information]], the use of  
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While games like [[Chess]] and [[Go]] shows that one can have [[Player Unpredictability]] in games with [[Perfect Information]], the use of [[Imperfect Information|Imperfect]] and [[Asymmetric Information]] - often combined with [[Uncertainty of Information]] - lets games not that dependent on predicting opponents exact movements also have [[Player Unpredictability]]. Given each player [[Secret Goals]] is another direct way of providing [[Player Unpredictability]], as is requiring actions or activities that rely on being deceitful or manipulative, e.g. [[Betrayal]], [[Bluffing]], or [[Negotiation]].
  
[[Imperfect Information|Imperfect]] and [[Asymmetric Information]] (often combined with [[Uncertainty of Information]])
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Several patterns work against [[Player Unpredictability]]. [[Strategic Knowledge]] can make it more obvious what other players will do for the player that have this, while [[Dominant Strategy]] and [[Predictable Winner]] can make it completely obvious what a player which is winning will do in the future.
  
=== Can Be Instantiated By ===
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[[Player/Character Skill Composites]] and [[Player/System Action Composites]] can be used to modulate [[Player Unpredictability]] since part of what a player does or how well that player does an action becomes determined by algorithms; this effect on the pattern is more pronounced in games where one can have [[Strategic Knowledge]] about how the composites work. [[No Direct Player Influence]] affects [[Player Unpredictability]] in another matter, namely that one will only get to know what other players actually did after one no longer can take direct actions against them.
[[Betrayal]],
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[[Bluffing]],
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[[Negotiation]],
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[[Secret Goals]],
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=== Can Be Modulated By ===
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[[No Direct Player Influence]],
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[[Player/Character Skill Composites]],
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[[Player/System Action Composites]]
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Several patterns work against [[Player Unpredictability]]. [[Strategic Knowledge]] can make it more obvious what other players will do for the player that have this, while [[Dominant Strategy]] and [[Predictable Winner]] can make it completely obvious what a player which is winning will do in the future.
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== Consequences ==
 
== Consequences ==

Revision as of 16:27, 8 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.

Examples

Race for the Galaxy

Wrestling Soccer Fencing

planning ahead Chess Go

starting strategy Starcraft series League of Legends

army and deck building Warhammer 40K Magic: the Gathering Hearthstone

traitors Battlestar Galactica: The Board Game Dead of Winter Shadows over Camelot

choices and programming Roborally Race for the Galaxy

Using the pattern

The basic requirement for Player Unpredictability is that there are other players that can be unpredictable, i.e. Multiplayer Games is a necessary but not sufficient requirement for having the pattern in a game.

While games like Chess and Go shows that one can have Player Unpredictability in games with Perfect Information, the use of Imperfect and Asymmetric Information - often combined with Uncertainty of Information - lets games not that dependent on predicting opponents exact movements also have Player Unpredictability. Given each player Secret Goals is another direct way of providing Player Unpredictability, as is requiring actions or activities that rely on being deceitful or manipulative, e.g. Betrayal, Bluffing, or Negotiation.

Several patterns work against Player Unpredictability. Strategic Knowledge can make it more obvious what other players will do for the player that have this, while Dominant Strategy and Predictable Winner can make it completely obvious what a player which is winning will do in the future.

Player/Character Skill Composites and Player/System Action Composites can be used to modulate Player Unpredictability since part of what a player does or how well that player does an action becomes determined by algorithms; this effect on the pattern is more pronounced in games where one can have Strategic Knowledge about how the composites work. No Direct Player Influence affects Player Unpredictability in another matter, namely that one will only get to know what other players actually did after one no longer can take direct actions against them.

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.

Relations

Can Instantiate

Cognitive Engrossment, Limited Foresight, Limited Planning Ability, Risk/Reward, Stimulated Planning, Surprises, Uncertainty of Outcome

Can Modulate

Analysis Paralysis, Cooperation

Can Be Instantiated By

Betrayal, Bluffing, Multiplayer Games, Negotiation, Secret Goals, Uncertainty of Information

Asymmetric Information together with Imperfect Information

Can Be Modulated By

No Direct Player Influence, Player/Character Skill Composites, Player/System Action Composites

Possible Closure Effects

-

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

  1. Costikyan, G. 2013. Uncertainty in Games. MIT Press. Official webpage for the book.

Acknowledgements

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