Difference between revisions of "Performance Uncertainty"

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(Relations)
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[[Uncertainty of Outcome]]  
 
[[Uncertainty of Outcome]]  
 
[[Challenging Gameplay]]
 
[[Challenging Gameplay]]
 +
[[Player/System Action Composites]]
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===

Revision as of 08:53, 5 January 2015

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

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Uncertainty of Outcome Challenging Gameplay Player/System Action Composites

Can Instantiate

-

Can Modulate

-

Can Be Instantiated By

Memorizing, Player Physical Prowess, Tactical Planning

Can Be Modulated By

AI Players, No Direct Player Influence, Player/Character Skill Composites, Strategic Knowledge

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki. However, the pattern is based on the concept of performance uncertainty described in Costikyan's book Uncertainty in Games[1].

References

  1. Costikyan, G. 2013. Uncertainty in Games. MIT Press. Official webpage for the book.

Acknowledgements

-