Variable Accuracy

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Game mechanics to simulate differences in the difficulty to hit what one aims at.

This pattern is a still a stub.

Examples

Left 4 Dead series

Using the pattern

Wobble aiming[1] Stationary aiming[2] Iron Sights[3]

Can Be Instantiated By

Extended Actions Randomness Weapons

Can Be Modulated By

Upgrades

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

with Aim & Shoot

Player/Character Skill Composites

Can Modulate

Aim & Shoot, Combat, Crosshairs, Weapons


Potentially Conflicting With

Predictable Consequences

Relations

Can Instantiate

with Aim & Shoot

Player/Character Skill Composites

Can Modulate

Aim & Shoot, Combat, Crosshairs, Weapons

Can Be Instantiated By

Extended Actions Randomness, Weapons

Can Be Modulated By

Upgrades

Possible Closure Effects

-

Potentially Conflicting With

Predictable Consequences

History

New pattern created in this wiki.

References

  1. Page on the GiantBomb site describing Wobble aiming.
  2. Page on the GiantBomb site describing Stationary Aiming.
  3. Page on the GiantBomb site describing Iron Sights.

Acknowledgements

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