Difference between revisions of "Performance Uncertainty"

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== Consequences ==
 
== Consequences ==
=== Can Instantiate ===
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The main consequence of having [[Performance Uncertainty]] in a game is that it increases the [[Uncertainty of Outcome]] in that game.
[[Uncertainty of Outcome]]  
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== Relations ==
 
== Relations ==

Revision as of 12:47, 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

The main consequence of having Performance Uncertainty in a game is that it increases the Uncertainty of Outcome in that game.

Relations

Can Instantiate

Uncertainty of Outcome

Can Modulate

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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

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