Strategic Planning

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Planning based solely on knowledge of game rules and the abilities of other players.

This pattern is a still a stub.

Examples

Using the pattern

In contrast with Tactical Planning, which depends on specific game states, Strategic Planning depends on general structures of the game design. Both are however likely to affect each other so considering them together may be prudent.

Deck Building Strategic Knowledge Replayability

Extra-Game Activities

Choke Points Camping Strategic Locations

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Analysis Paralysis, Stimulated Planning, Zero-Player Games

with ...

Can Modulate

Can Be Instantiated By

Freedom of Choice

Algorithmic Agents together with Creative Control

Combos together with Heterogeneous Game Element Ownership

Vulnerabilities together with Weapons

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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