Performance Uncertainty
From gdp3
Revision as of 08:55, 5 January 2015 by Staffan Björk (Talk | contribs)
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Can Be Instantiated By
Challenging Gameplay, Memorizing, Player Physical Prowess, Tactical Planning
Can Be Modulated By
AI Players, No Direct Player Influence, Player/Character Skill Composites, Player/System Action Composites, Strategic Knowledge
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Instantiate
Relations
Can Instantiate
Can Modulate
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Can Be Instantiated By
Challenging Gameplay, Memorizing, Player Physical Prowess, Tactical Planning
Can Be Modulated By
AI Players, No Direct Player Influence, Player/Character Skill Composites, Player/System Action Composites, Strategic Knowledge
Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki. However, the pattern is based on the concept of performance uncertainty described in Costikyan's book Uncertainty in Games[1].
References
Acknowledgements
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