Difference between revisions of "Determinable Chance to Succeed"

From gdp3
Jump to: navigation, search
Line 2: Line 2:
 
[[Category:Needs work]]
 
[[Category:Needs work]]
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]
 +
[[Category:Needs references]]
 
[[Category:Needs examples]]
 
[[Category:Needs examples]]
 
[[Category:Stub]]
 
[[Category:Stub]]

Revision as of 13:38, 2 May 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.