Strategic Knowledge

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Knowledge based on game elements, rules, possible actions, or evaluation functions of games without regards to specific game states.

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

in both Single-Player Games, , and in Multiplayer Games - for Multiplayer Games this exchange may take place within the gameplay (players in two concurrent Single-Player Games can of course exchange information also but this is not within the same game session).

Relations

Exaggerated Perception of Influence Diegetically Outstanding Features

Cutscenes

Construction Weapons

Can Instantiate

Extra-Game Actions, Internal Conflicts, Self-Facilitated Games, Social Interaction, Strategic Planning, Trans-Game Information

with Evolving Rule Sets

Red Queen Dilemma

Can Modulate

Can Be Instantiated By

Crafting, Environmental Effects, Fixed Distributions, Predictable Consequences, Randomness, Stimulated Planning, Strategic Locations, Thematic Consistency, Zero-Player Games

Asymmetric Abilities together with Units

Combos together with Hidden Rules or Heterogeneous Game Element Ownership

Vulnerabilities together with Weapons

Can Be Modulated By

Multiplayer Games

Possible Closure Effects

Potentially Conflicting With

History

An updated version of the pattern Strategic Knowledge 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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