Uncertainty of Information

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The case when a player cannot be certain on the reliability of information he or she has.

This pattern is a still a stub.

Examples

Diplomacy

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

to add Bluffing Betrayal

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

Modulates: Unknown Goals, Outcome Indicators

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

Modulated by: Randomness

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

--- new

Detective Structures Information Passing Non-Player Help Delayed Effects Public Player Statistics Enforced Player Anonymity Anonymous Actions Predictable Consequences

Can Instantiate

Game World Exploration, Player Unpredictability, Solution Uncertainty, Tension

with Enemies

Reconnaissance

Can Modulate

Stimulated Planning

Can Be Instantiated By

Ambiguous Responses, Communication Channels, Drawing Stacks, Feigned Die Rolls, Fog of War

Enemies together with Randomness

Can Be Modulated By

Randomness

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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