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

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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