Uncertainty of Information
The case when a player cannot be certain on the reliability of information he or she has.
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, Game State Indicators, Interferable Goals, Perfect Information, Goal Indicators, Progress Indicators, Outcome Indicators
--- new
Can Instantiate
Anonymous Actions, Game World Exploration, Player Unpredictability, Solution Uncertainty, Tension
with Enemies
Can Modulate
Delayed Effects, Predictable Consequences, Stimulated Planning
Can Be Instantiated By
Ambiguous Responses, Communication Channels, Detective Structures, Drawing Stacks, Enforced Player Anonymity, Feigned Die Rolls, Fog of War, Information Passing, Non-Player Help
Enemies together with Randomness
Can Be Modulated By
Public Player Statistics, Randomness
Possible Closure Effects
-
Potentially Conflicting With
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
-