Predictable Consequences
From gdp3
Revision as of 12:45, 22 May 2011 by Staffan Björk (Talk | contribs)
The possibility to predict how game states will change due to actions or events.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Irreversible Events Analysis Paralysis Randomness Agents Algorithmic Agents Turn-Based Games Turn Taking Non-Player Characters Stimulated Planning Strategic Planning Extra Chances Internal Conflicts Arithmetic Progression Development Time Delayed Effects Anonymous Actions Stack Seeding Thematic Consistency
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
An updated version of the pattern Predictable Consequences that was part of the original collection in the book Patterns in Game Design[1].
or
New pattern created in this wiki.
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
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