Player/System Action Composites

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Revision as of 20:27, 5 July 2015 by Staffan Björk (Talk | contribs) (Using the pattern)

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

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Player/System Action Composites is 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


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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