Difference between revisions of "Determinable Chance to Succeed"

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[[Category:Patterns]]
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[[Category:Needs work]]
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[[Category:Needs revision]]
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[[Category:Needs examples]]
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[[Category:Stub]]
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''That players have ways of judging the chance for success or failure of their actions.''
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=== Examples ===
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== Using the pattern ==
 
Note that the chance perceived by players do not need to be correct, and if players are likely to think they have higher chances than they do the pattern supports [[Exaggerated Perception of Influence]].
 
Note that the chance perceived by players do not need to be correct, and if players are likely to think they have higher chances than they do the pattern supports [[Exaggerated Perception of Influence]].
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=== Diegetic Aspects ===
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=== Interface Aspects ===
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=== Narrative Aspects ===
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== Consequences ==
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== Relations ==
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=== Can Instantiate ===
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=== Can Modulate ===
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=== Can Be Instantiated By ===
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=== Can Be Modulated By ===
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=== Potentially Conflicting With ===
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== History ==
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A patterns based upon the pattern ''Perceived Chance to Succeed'' that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>.
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== References ==
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<references>
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<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref>
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</references>

Revision as of 20:21, 11 April 2010

That players have ways of judging the chance for success or failure of their actions.

Examples

Using the pattern

Note that the chance perceived by players do not need to be correct, and if players are likely to think they have higher chances than they do the pattern supports Exaggerated Perception of Influence.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Potentially Conflicting With

History

A patterns based upon the pattern Perceived Chance to Succeed that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.