Strategic Planning
From gdp3
Revision as of 10:58, 22 May 2011 by Staffan Björk (Talk | contribs)
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
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
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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