Difference between revisions of "Uncertainty of Outcome"
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Revision as of 10:01, 15 January 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Uncertainty of Outcome is very often a design goal in games since it provides a basic Tension to gameplay. Being more a consequence of more specific rule design than a characteristics directly appearing through rules, it is typically made present in a game through specific subpatterns. Third main sources for Uncertainty of Outcome can be pointed out. First, uncertainty can simply come from Randomness. Second, the complexity of the game state or game system can give players Solution Uncertainty. Thirdly, uncertainty can come from the players themselves or other Agents in a game through Performance Uncertainty, Player Unpredictability, or Unpredictable Behavior.
Consequences
Uncertainty of Outcome typically adds Tension to games, and in many cases provide Replayability as well. It works directly against Dominant Strategy and through this also against a Predictable Winner. It can make players with Game Mastery be less likely to win but still let them have an advantage based upon their expertise.
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Performance Uncertainty, Player Unpredictability, Randomness, Solution Uncertainty, Unpredictable Behavior
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
Dominant Strategy, Predictable Winner
History
New pattern created in this wiki.
References
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Acknowledgements
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