Player Unpredictability
The limit on what will happen in future gameplay due to not knowing how other players will act.
This pattern is a still a stub.
Contents
Examples
Using the pattern
The basic requirement for Player Unpredictability is that there are other players that can be unpredictable, i.e. Multiplayer Games is a necessary but not sufficient requirement for having the pattern in a game.
Can Be Instantiated By
Asymmetric Information, Betrayal, Bluffing, Imperfect Information, Negotiation, Secret Goals, Uncertainty of Information
Can Be Modulated By
No Direct Player Influence, Player/Character Skill Composites, Player/System Action Composites
Several patterns work against Player Unpredictability. Strategic Knowledge can make it more obvious what other players will do for the player that have this, while Dominant Strategy and Predictable Winner can make it completely obvious what a player which is winning will do in the future.
Consequences
Player Unpredictability has many effects on gameplay. First, it causes an Uncertainty of Outcome of due to Limited Foresight or Limited Planning Ability, or causes these two patterns through the uncertainty. Second, it typically leads to Stimulated Planning and Cognitive Engrossment as players need to engage in judgments on the possible Risk/Reward situations they are aware of. Third, is can lead of Analysis Paralysis due to the difficulties that can arise from trying to do this planning. Finally, it can lead to Surprises.
Player Unpredictability can make Cooperation more difficult since players cannot as easily assume what other players will be doing.
Relations
Can Instantiate
Cognitive Engrossment, Limited Foresight, Limited Planning Ability, Risk/Reward, Stimulated Planning, Surprises, Uncertainty of Outcome
Can Modulate
Analysis Paralysis, Cooperation
Can Be Instantiated By
Asymmetric Information, Betrayal, Bluffing, Imperfect Information, Multiplayer Games, Negotiation, Secret Goals, Uncertainty of Information
Can Be Modulated By
No Direct Player Influence, Player/Character Skill Composites, Player/System Action Composites
Possible Closure Effects
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Potentially Conflicting With
Dominant Strategy, Predictable Winner, Strategic Knowledge
History
New pattern created in this wiki. However, the pattern is based on the concept of player unpredictability described in Costikyan's book Uncertainty in Games[1].
References
Acknowledgements
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