Tactical Planning
From gdp3
Revision as of 15:13, 16 May 2011 by Staffan Björk (Talk | contribs)
Planning based on what one knows of the current game state.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Game State Overviews Fog of War
Game Mastery Environmental Effects Power-Ups Enemies Tradeoffs Risk/Rewards Paper-Rock-Scissors
Consequences
Relations
Can Instantiate
Exaggerated Perception of Influence, Freedom of Choice, Player/Character Skill Composites, Stimulated Planning
Can Modulate
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Can Be Instantiated By
Delayed Effects, Development Time, Freedom of Choice, Traces
Ammunition together with Downtime or Limited Resources
Capture together with Bidding, Movement, or Investment
Destructible Objects together with Traps
Vulnerabilities together with Weapons
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
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Acknowledgements
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