Variable Accuracy
From gdp3
Revision as of 08:19, 24 September 2011 by Staffan Björk (Talk | contribs)
Game mechanics to simulate differences in the difficulty to hit what one aims at.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Wobble aiming[1] Stationary aiming[2] Iron Sights[3]
Can Be Instantiated By
Extended Actions Randomness Weapons
Can Be Modulated By
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
with Aim & Shoot
Player/Character Skill Composites
Can Modulate
Aim & Shoot, Combat, Crosshairs, Weapons
Potentially Conflicting With
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
Possible Closure Effects
-
Potentially Conflicting With
History
New pattern created in this wiki.
References
- ↑ Page on the GiantBomb site describing Wobble aiming.
- ↑ Page on the GiantBomb site describing Stationary Aiming.
- ↑ Page on the GiantBomb site describing Iron Sights.
Acknowledgements
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