Tactical Planning

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Planning based on what one knows of the current game state.

This pattern is a still a stub.

Examples

Using the pattern

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

Diegetic Aspects

Interface Aspects

Narrative Aspects

Game State Overviews Fog of War

Game Mastery Tradeoffs Risk/Rewards Paper-Rock-Scissors

Limited Planning Ability

Consequences

Action Programming, Budgeted Action Points, Cognitive Engrossment, Combos

Analysis Paralysis

Can Instantiate

Exaggerated Perception of Influence, Freedom of Choice, Player/Character Skill Composites, Stimulated Planning

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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