Hiding Places

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

This pattern is a still a stub.

Examples

Anti-Examples

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Using the pattern

Secret Areas are one way to create Hiding Places if the Secret Areas are unknown to some other players, Agents, Enemies, etc. Obstacles can also work if they hinder observation (e.g. through blocking line of sight in games with First-Person Views or by causing Fog of War). Given that Sniper Locations should be difficult to detect they are also good Hiding Places.

Diegetic Aspects

Hiding Places can be either diegetic or systemic, i.e. they are good hiding places because it is difficult for players or Algorithmic Agents to observe them or because the rules state that one is hidden when in them (and cannot be attacked, etc.). The first one makes finding (and detecting) Hiding Places into a player/Agent skill while the latter avoid this. The later can however cause issues with Player/Character Awareness Consistency. It is possible to combine the two approaches (if one has to find Hiding Places both as a player and as an Avatar for example) but this still leaves the issue with Player/Character Awareness Consistency.

Narration Aspects

Consequences

Hiding Places allow players to attempt Conceal and Stealth goals by providing places where one can avoid detection. This implies that others (players, Agents, Enemies, etc.) do not know where the players' Avatars or Characters are so Imperfect Information follows naturally from having Hiding Places in a game also.

Can Instantiate

Safe Havens,

Can Modulate

Reconnaissance, Safe Havens, Scouting, Stealth

Relations

Can Instantiate

Conceal, Imperfect Information, Player/Character Awareness Consistency, Safe Havens, Stealth

Can Modulate

Reconnaissance, Safe Havens, Scouting, Stealth

Can Be Instantiated By

Obstacles, Secret Areas, Sniper Locations

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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