Uncertainty of Information
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
--- old Instantiates: Secret Alliances, Secret Resources, Limited Planning Ability
Modulates: Unknown Goals, Outcome Indicators
Instantiated by: Indirect Information, Exploration, Imperfect Information, Gain Information
Modulated by: Randomness
Potentially conflicting with: Conflicts, Direct Information, Status Indicators, Interferable Goals, Perfect Information, Goal Indicators, Progress Indicators, Outcome Indicators
--- new
Randomness Tension Drawing Stacks Ambiguous Responses Stimulated Planning Enemies Detective Structures Information Passing Non-Player Help Delayed Effects Public Player Statistics Enforced Player Anonymity Anonymous Actions Predictable Consequences Game World Exploration Feigned Die Rolls Fog of War Reconnaissance Communication Channels Player Unpredictability Solution Uncertainty
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Uncertainty of Information that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
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