Difference between revisions of "Performance Uncertainty"

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(Relations)
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== Using the pattern ==
 
== Using the pattern ==
 +
=== Can Be Instantiated By ===
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[[Challenging Gameplay]],
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[[Memorizing]],
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[[Player Physical Prowess]],
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[[Tactical Planning]]
 +
 +
=== Can Be Modulated By ===
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[[AI Players]],
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[[No Direct Player Influence]],
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[[Player/Character Skill Composites]],
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[[Player/System Action Composites]],
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[[Strategic Knowledge]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
 +
=== Can Instantiate ===
 +
[[Uncertainty of Outcome]]
  
 
== Relations ==
 
== Relations ==

Revision as of 08:55, 5 January 2015

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

This pattern is a still a stub.

Examples

Using the pattern

Can Be Instantiated By

Challenging Gameplay, Memorizing, Player Physical Prowess, Tactical Planning

Can Be Modulated By

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

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Can Instantiate

Uncertainty of Outcome

Relations

Can Instantiate

Uncertainty of Outcome

Can Modulate

-

Can Be Instantiated By

Challenging Gameplay, Memorizing, Player Physical Prowess, Tactical Planning

Can Be Modulated By

AI Players, No Direct Player Influence, Player/Character Skill Composites, Player/System Action 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

-