Strategic Planning
From gdp3
Revision as of 10:51, 22 May 2011 by Staffan Björk (Talk | contribs)
Planning based solely on knowledge of game rules and the abilities of other players.
This pattern is a still a stub.
Examples
Using the pattern
planning based upon general assumption of the game system
Stimulated Planning Deck Building Strategic Knowledge Replayability
Choke Points Camping Strategic Locations
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Betrayal Algorithmic Agents Combos Turn-Based Games Stimulated Planning Freedom of Choice Heterogeneous Game Element Ownership Multiplayer Games Zero-Player Games Weapons
Analysis Paralysis Tactical Planning Power-Ups Environmental Effects
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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