Difference between revisions of "Uncertainty of Information"
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=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Anonymous Actions]], | ||
[[Game World Exploration]], | [[Game World Exploration]], | ||
[[Player Unpredictability]], | [[Player Unpredictability]], | ||
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=== Can Modulate === | === Can Modulate === | ||
+ | [[Delayed Effects]], | ||
+ | [[Predictable Consequences]], | ||
[[Stimulated Planning]] | [[Stimulated Planning]] | ||
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[[Ambiguous Responses]], | [[Ambiguous Responses]], | ||
[[Communication Channels]], | [[Communication Channels]], | ||
+ | [[Detective Structures]], | ||
[[Drawing Stacks]], | [[Drawing Stacks]], | ||
+ | [[Enforced Player Anonymity]], | ||
[[Feigned Die Rolls]], | [[Feigned Die Rolls]], | ||
− | [[Fog of War]] | + | [[Fog of War]], |
+ | [[Information Passing]], | ||
+ | [[Non-Player Help]] | ||
[[Enemies]] together with [[Randomness]] | [[Enemies]] together with [[Randomness]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Public Player Statistics]], | ||
[[Randomness]] | [[Randomness]] | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
− | + | [[Predictable Consequences]] | |
== History == | == History == |
Revision as of 14:33, 28 January 2015
The case when a player cannot be certain on the reliability of information he or she has.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
--- old Instantiates: Secret Alliances, Secret Resources, Limited Planning Ability
Modulates: Unknown Goals, Outcome Indicators
Instantiated by: Indirect Information, Exploration, Imperfect Information, Gain Information
Modulated by: Randomness
Potentially conflicting with: Conflicts, Direct Information, Game State Indicators, Interferable Goals, Perfect Information, Goal Indicators, Progress Indicators, Outcome Indicators
--- new
Can Instantiate
Anonymous Actions, Game World Exploration, Player Unpredictability, Solution Uncertainty, Tension
with Enemies
Can Modulate
Delayed Effects, Predictable Consequences, Stimulated Planning
Can Be Instantiated By
Ambiguous Responses, Communication Channels, Detective Structures, Drawing Stacks, Enforced Player Anonymity, Feigned Die Rolls, Fog of War, Information Passing, Non-Player Help
Enemies together with Randomness
Can Be Modulated By
Public Player Statistics, Randomness
Possible Closure Effects
-
Potentially Conflicting With
History
An updated version of the pattern Uncertainty of Information that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-