Difference between revisions of "Tactical Planning"

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== Using the pattern ==
 
== Using the pattern ==
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One a general level, providing the possibility of [[Tactical Planning]] in a game consists of letting players have a [[Freedom of Choice]] between some actions they can perform, letting the feasibility of those actions depend on local circumstances, and providing them with some time to choose between them.
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[[Action Programming]], [[Budgeted Action Points]],  
 
[[Action Programming]], [[Budgeted Action Points]],  
 
[[Combos]]
 
[[Combos]]
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[[Enemies]],  
 
[[Enemies]],  
 
[[Environmental Effects]],  
 
[[Environmental Effects]],  
[[Freedom of Choice]],  
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,  
 
[[Multiplayer Games]],  
 
[[Multiplayer Games]],  
 
[[Power-Ups]],  
 
[[Power-Ups]],  

Revision as of 16:02, 16 May 2011

Planning based on what one knows of the current game state.

This pattern is a still a stub.

Examples

Using the pattern

One a general level, providing the possibility of Tactical Planning in a game consists of letting players have a Freedom of Choice between some actions they can perform, letting the feasibility of those actions depend on local circumstances, and providing them with some time to choose between them.

Action Programming, Budgeted Action Points, Combos

Delayed Effects, Development Time, Enemies, Environmental Effects, , Multiplayer Games, Power-Ups, Traces

Ammunition together with Downtime or Limited Resources

Capture together with Bidding, Movement, or Investment

Destructible Objects together with Traps

Vulnerabilities together with Weapons

Diegetic Aspects

Interface Aspects

Narrative Aspects

Game State Overviews Fog of War

Game Mastery Tradeoffs Risk/Rewards Paper-Rock-Scissors

Limited Planning Ability

Consequences

The possibility of doing Tactical Planning to increase one's chances of succeeding lead to Stimulated Planning in a game design. Further, it can support players to have an Exaggerated Perception of Influence and have Cognitive Engrossment but this may also cause Analysis Paralysis.

That Tactical Planning can be done implies that there exist a Freedom of Choice for players, and when gameplay depends on how well this is used the pattern of Tactical Planning can be the basis for Player/Character Skill Composites.

Relations

Can Instantiate

Analysis Paralysis, Cognitive Engrossment, Exaggerated Perception of Influence, Freedom of Choice, Player/Character Skill Composites, Stimulated Planning

Can Modulate

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Can Be Instantiated By

Action Programming, Budgeted Action Points, Combos, Delayed Effects, Development Time, Enemies, Environmental Effects, Freedom of Choice, Multiplayer Games, Power-Ups, Traces

Ammunition together with Downtime or Limited Resources

Capture together with Bidding, Movement, or Investment

Destructible Objects together with Traps

Vulnerabilities together with Weapons

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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