Difference between revisions of "Hiding Places"
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=== Diegetic Aspects === | === Diegetic Aspects === | ||
− | + | [[Hiding Places]] can be either diegetic or systemic, i.e. they are good hiding places because it is difficult for players or [[Algorithmic Agents]] to observe them or because the rules state that one is hidden when in them (and cannot be attacked, etc.). The first one makes finding (and detecting) [[Hiding Places]] into a player/[[Agents|Agent]] skill while the latter avoid this. The later can however cause issues with [[Player/Character Awareness Consistency]]. It is possible to combine the two approaches (if one has to find [[Hiding Places]] both as a player and as an [[Avatars|Avatar]] for example) but this still leaves the issue with [[Player/Character Awareness Consistency]]. | |
=== Narration Aspects === | === Narration Aspects === |
Revision as of 11:36, 3 April 2018
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Secret Areas are one way to create Hiding Places if the Secret Areas are unknown to some other players, Agents, Enemies, etc. Obstacles can also work if they hinder observation (e.g. through blocking line of sight in games with First-Person Views or by causing Fog of War). Given that Sniper Locations should be difficult to detect they are also good Hiding Places.
Diegetic Aspects
Hiding Places can be either diegetic or systemic, i.e. they are good hiding places because it is difficult for players or Algorithmic Agents to observe them or because the rules state that one is hidden when in them (and cannot be attacked, etc.). The first one makes finding (and detecting) Hiding Places into a player/Agent skill while the latter avoid this. The later can however cause issues with Player/Character Awareness Consistency. It is possible to combine the two approaches (if one has to find Hiding Places both as a player and as an Avatar for example) but this still leaves the issue with Player/Character Awareness Consistency.
Narration Aspects
Consequences
Can Instantiate
Conceal, Imperfect Information, Safe Havens, Stealth
Can Modulate
Reconnaissance, Safe Havens, Scouting, Stealth
Relations
Can Instantiate
Conceal, Imperfect Information, Player/Character Awareness Consistency, Safe Havens, Stealth
Can Modulate
Reconnaissance, Safe Havens, Scouting, Stealth
Can Be Instantiated By
Obstacles, Secret Areas, Sniper Locations
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
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Acknowledgements
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