Tactical Planning
Planning based on what one knows of the current game state.
This pattern is a still a stub.
Contents
Examples
Using the pattern
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
Diegetic Aspects
Interface Aspects
Narrative Aspects
Game State Overviews Fog of War
Game Mastery Tradeoffs Risk/Rewards Paper-Rock-Scissors
Consequences
Action Programming, Budgeted Action Points, Cognitive Engrossment, Combos
Can Instantiate
Exaggerated Perception of Influence, Freedom of Choice, Player/Character Skill Composites, Stimulated Planning
Relations
Can Instantiate
Exaggerated Perception of Influence, Freedom of Choice, Player/Character Skill Composites, Stimulated Planning
Can Modulate
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Can Be Instantiated By
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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