Variable Accuracy

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Game mechanics to simulate differences in the difficulty to hit what one aims at.

This pattern is a still a stub.

Examples

Left 4 Dead series

Using the pattern

Wobble aiming[1] Stationary aiming[2] Iron Sights[3]

Can Be Instantiated By

Extended Actions Randomness Weapons

Can Be Modulated By

Upgrades skills

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Variable Accuracy is a way of modifying Weapons so that Aim & Shoot action, and thereby Combat, becomes more difficult. The level of accuracy attained in games using the Variable Accuracy is often displayed through a visual change in the Crosshairs presented to the player.


By making it less certain that one will hit what one aims at, the pattern works against Predictable Consequences.


with Aim & Shoot

Player/Character Skill Composites

Relations

Can Instantiate

with Skills or Weapons

Player/Character Skill Composites

Can Modulate

Aim & Shoot, Combat, Crosshairs, Weapons

with Upgrades

Player/Character Skill Composites

Can Be Instantiated By

Extended Actions Randomness, Weapons

Can Be Modulated By

Skills, Upgrades

Possible Closure Effects

-

Potentially Conflicting With

Predictable Consequences

History

New pattern created in this wiki.

References

  1. ↑ Page on the GiantBomb site describing Wobble aiming.
  2. ↑ Page on the GiantBomb site describing Stationary Aiming.
  3. ↑ Page on the GiantBomb site describing Iron Sights.

Acknowledgements

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