Difference between revisions of "Player/System Action Composites"

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(Relations)
(Can Be Instantiated By)
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[[Automated Responses]],  
 
[[Automated Responses]],  
 
[[Player Augmentations]],  
 
[[Player Augmentations]],  
[[Power-ups]]
 
  
 
[[Player/Character Skill Composites]] together with [[Automated Responses]] or [[Enforced Agent Behavior]]
 
[[Player/Character Skill Composites]] together with [[Automated Responses]] or [[Enforced Agent Behavior]]
  
 +
[[Power-Ups]] together with [[Improved Abilities]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 20:38, 5 July 2015

Game systems where a player's actions can be initiated by either that player or the system, or where the execution of the actions are performed together.

This pattern is a still a stub.

Examples

Using the pattern

Player/System Action Composites can either be created by letting actions that execute mechanically once activated be possible to be activated both by a player or the game system, or let input from both affect the execution of an action.

An important aspect of the latter is to make sure that the system part actually differs from "normal" execution of the action; this is most easily done by letting others not have the pattern or making the pattern active due to Power-Ups or setting Gameplay Options before gameplay begins.

Independent of type, they are most easily created through Automated Responses. Sometimes this is created through letting the Skills or Characters affect the action, i.e. using Player/Character Skill Composites together with Automated Responses (or, in more complex cases, Enforced Agent Behavior) to instantiate the pattern. Supporting Player Augmentations can allow players to choose to have the pattern or not independent of gameplay events.

Consequences

Player/System Action Composites quite naturally modify patterns related to actions modified by the pattern, of which Combat and Movement are perhaps the most natural choices.

The use of the pattern affects both Performance Uncertainty and Player Unpredictability, typically in making them less uncertain or unpredictable.

Relations

Can Instantiate

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Can Modulate

Combat, Movement, Performance Uncertainty, Player Unpredictability

Can Be Instantiated By

Automated Responses, Player Augmentations,

Player/Character Skill Composites together with Automated Responses or Enforced Agent Behavior

Power-Ups together with Improved Abilities

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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