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

One a general level, providing the possibility of Tactical Planning in a game consists of letting players have a Freedom of Choice between some actions they can perform, letting the feasibility of those actions depend on local circumstances, and providing them with some time to choose between them.

Action Programming, Budgeted Action Points, Combos

Delayed Effects, Development Time, Enemies, Environmental Effects, , Multiplayer Games, Power-Ups,

Ammunition together with Downtime or Limited Resources

Capture together with Bidding, Movement, or Investment

Destructible Objects together with Traps

Vulnerabilities together with Weapons

Tactical Planning can be modulated by how much information is available about the game state. Perfect Information lets players focus their planning on how they believe other players will behave or how Algorithmic Agents function. Imperfect Information, e.g. through Fog of War, make it necessary to work with a less than perfect understanding of the context although this may be modulated further through Game State Overviews, Near Miss Indicators, and Traces.


Diegetic Aspects

Interface Aspects

Narrative Aspects

Game Mastery Tradeoffs Risk/Rewards Paper-Rock-Scissors

Limited Planning Ability

Consequences

The possibility of doing Tactical Planning to increase one's chances of succeeding lead to Stimulated Planning in a game design. Further, it can support players to have an Exaggerated Perception of Influence and have Cognitive Engrossment but this may also cause Analysis Paralysis.

That Tactical Planning can be done implies that there exist a Freedom of Choice for players, and when gameplay depends on how well this is used the pattern of Tactical Planning can be the basis for Player/Character Skill Composites.

In games with Imperfect Information, players wishing to engage in Tactical Planning are likely to give themselves Gain Information goals to have better grounds to make that planning on.

Relations

Can Instantiate

Analysis Paralysis, Cognitive Engrossment, Exaggerated Perception of Influence, Freedom of Choice, Player/Character Skill Composites, Stimulated Planning

with Imperfect Information

Gain Information

Can Modulate

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Can Be Instantiated By

Action Programming, Budgeted Action Points, Combos, 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

Fog of War, Game State Overviews, Imperfect Information, Near Miss Indicators, Perfect Information

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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