Uncertainty of Information

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The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

--- old Instantiates: Secret Alliances, Secret Resources, Tension, Limited Planning Ability

Modulates: Predictable Consequences, Unknown Goals, Delayed Effects, Outcome Indicators

Instantiated by: Indirect Information, Exploration, Communication Channels, Imperfect Information, Gain Information

Modulated by: Randomness

Potentially conflicting with: Conflicts, Direct Information, Status Indicators, Interferable Goals, Perfect Information, Goal Indicators, Progress Indicators, Outcome Indicators

--- new

Randomness Tension Drawing Stacks Ambiguous Responses Stimulated Planning Enemies Detective Structures Information Passing Non-Player Help Delayed Effects Public Player Statistics Enforced Player Anonymity Anonymous Actions Predictable Consequences Game World Exploration Feigned Die Rolls Fog of War Reconnaissance Communication Channels Player Unpredictability Solution Uncertainty

Can Instantiate

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with ...

Can Modulate

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Can Be Instantiated By

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Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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