Determinable Chance to Succeed

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

This pattern is a still a stub.

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

Randomness Challenging Gameplay Exaggerated Perception of Influence Enemies Fudged Results Extra Chances Freedom of Choice Cutscenes Balancing Effects Predictable Consequences

Can Instantiate

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

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.