Difference between revisions of "Player Unpredictability"

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(Relations)
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[[Category:To be Published]]
 
[[Category:To be Published]]
 
[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
''The one-sentence "definition" that should be in italics.''
+
''The limit on what will happen in future gameplay due to not knowing how other players will act.''
  
 
This pattern is a still a stub.
 
This pattern is a still a stub.
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[[Cooperation]]
 
[[Cooperation]]
 
[[Performance Uncertainty]]
 
[[Performance Uncertainty]]
 +
 +
[[Analysis Paralysis]]
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 +
[[Limited Foresight]],
 +
[[Limited Planning Ability]],
 +
[[Risk/Reward]],
 +
[[Surprises]],
 
[[Uncertainty of Outcome]]  
 
[[Uncertainty of Outcome]]  
  
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
[[Asymmetric Information]],
 
[[Bluffing]],  
 
[[Bluffing]],  
[[Negotiation]]
+
[[Imperfect Information]],
 +
[[Negotiation]],
 +
[[Secret Goals]],
 +
[[Uncertainty of Information]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
[[Imperfect Information]]
+
-
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Revision as of 23:23, 6 January 2015

The limit on what will happen in future gameplay due to not knowing how other players will act.

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Player/Character Skill Composites Multiplayer Games Betrayal No Direct Player Influence Strategic Knowledge Tactical Planning Cooperation Performance Uncertainty

Analysis Paralysis

Can Instantiate

Limited Foresight, Limited Planning Ability, Risk/Reward, Surprises, Uncertainty of Outcome

Can Modulate

-

Can Be Instantiated By

Asymmetric Information, Bluffing, Imperfect Information, Negotiation, Secret Goals, Uncertainty of Information

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Dominant Strategy, Predictable Winner

History

New pattern created in this wiki. However, the pattern is based on the concept of player unpredictability 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

-