Strategic Knowledge
Knowledge based on game elements, rules, possible actions, or evaluation functions of games without regards to specific game states.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
in both Single-Player Games, , and in Multiplayer Games - for Multiplayer Games this exchange may take place within the gameplay (players in two concurrent Single-Player Games can of course exchange information also but this is not within the same game session).
Relations
Exaggerated Perception of Influence Diegetically Outstanding Features
Can Instantiate
Extra-Game Actions, Internal Conflicts, Self-Facilitated Games, Social Interaction, Strategic Planning, Trans-Game Information
with Evolving Rule Sets
Can Modulate
Can Be Instantiated By
Crafting, Environmental Effects, Fixed Distributions, Predictable Consequences, Randomness, Stimulated Planning, Strategic Locations, Thematic Consistency, Zero-Player Games
Asymmetric Abilities together with Units
Combos together with Hidden Rules or Heterogeneous Game Element Ownership
Vulnerabilities together with Weapons
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
An updated version of the pattern Strategic Knowledge that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
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