Difference between revisions of "Explicit Random Seeds"

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(Relations)
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[[Category:Patterns]]
 
[[Category:Patterns]]
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[[Category:Interface Patterns]]
 
[[Category:Needs work]]
 
[[Category:Needs work]]
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]
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== Using the pattern ==
 
== Using the pattern ==
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[[Explicit Random Seeds]] are used to modify [[Randomness]]. The pattern is easy to implement rulewise, the challenges being related to interface design rather than gameplay design ([[Explicit Random Seeds]] is a [[Category:Interface Patterns|Interface Pattern]]).
  
=== Diegetic Aspects ===
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=== Can Modulate ===
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[[Game Worlds]],
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[[Levels]],
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[[Luck]],
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[[Procedurally Generated Game Worlds]],
  
=== Interface Aspects ===
 
 
=== Narration Aspects ===
 
  
 
== Consequences ==
 
== Consequences ==
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The ability to provide [[Explicit Random Seeds]] to a game gives players a [[Freedom of Choice]] regarding how to use [[Randomness]].
  
 
== Relations ==
 
== Relations ==

Revision as of 21:58, 19 March 2018

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Civilization series

Using the pattern

Explicit Random Seeds are used to modify Randomness. The pattern is easy to implement rulewise, the challenges being related to interface design rather than gameplay design (Explicit Random Seeds is a).

Can Modulate

Game Worlds, Levels, Luck, Procedurally Generated Game Worlds,


Consequences

The ability to provide Explicit Random Seeds to a game gives players a Freedom of Choice regarding how to use Randomness.

Relations

Can Instantiate

Freedom of Choice

Can Modulate

Game Worlds, Levels, Luck, Procedurally Generated Game Worlds, Randomness

Can Be Instantiated By

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Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

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Acknowledgements

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