Tactical Planning
From gdp3
Revision as of 15:15, 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 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, Enemies, Environmental Effects, Freedom of Choice, Multiplayer Games, Power-Ups, 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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