Difference between revisions of "Player Unpredictability"

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(Using the pattern)
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== Using the pattern ==
 
== Using the pattern ==
 +
The basic requirement for [[Player Unpredictability]] is that there are other players that can be unpredictable, i.e. [[Multiplayer Games]] is a necessary but not sufficient requirement for having the pattern in a game.
 +
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 
[[Asymmetric Information]],  
 
[[Asymmetric Information]],  
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[[Player Unpredictability]] can make [[Cooperation]] more difficult since players cannot as easily assume what other players will be doing.
 
[[Player Unpredictability]] can make [[Cooperation]] more difficult since players cannot as easily assume what other players will be doing.
 
=== Can Instantiate ===
 
[[Multiplayer Games]],
 
  
 
== Relations ==
 
== Relations ==
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[[Limited Foresight]],  
 
[[Limited Foresight]],  
 
[[Limited Planning Ability]],  
 
[[Limited Planning Ability]],  
[[Multiplayer Games]],
 
 
[[Risk/Reward]],  
 
[[Risk/Reward]],  
 
[[Stimulated Planning]],  
 
[[Stimulated Planning]],  
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[[Bluffing]],  
 
[[Bluffing]],  
 
[[Imperfect Information]],  
 
[[Imperfect Information]],  
 +
[[Multiplayer Games]],
 
[[Negotiation]],  
 
[[Negotiation]],  
 
[[Secret Goals]],  
 
[[Secret Goals]],  

Revision as of 20:56, 7 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

Race for the Galaxy

Using the pattern

The basic requirement for Player Unpredictability is that there are other players that can be unpredictable, i.e. Multiplayer Games is a necessary but not sufficient requirement for having the pattern in a game.

Can Be Instantiated By

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

Can Be Modulated By

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

Several patterns work against Player Unpredictability. Strategic Knowledge can make it more obvious what other players will do for the player that have this, while Dominant Strategy and Predictable Winner can make it completely obvious what a player which is winning will do in the future.

Consequences

Player Unpredictability has many effects on gameplay. First, it causes an Uncertainty of Outcome of due to Limited Foresight or Limited Planning Ability, or causes these two patterns through the uncertainty. Second, it typically leads to Stimulated Planning and Cognitive Engrossment as players need to engage in judgments on the possible Risk/Reward situations they are aware of. Third, is can lead of Analysis Paralysis due to the difficulties that can arise from trying to do this planning. Finally, it can lead to Surprises.

Player Unpredictability can make Cooperation more difficult since players cannot as easily assume what other players will be doing.

Relations

Can Instantiate

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

Can Modulate

Analysis Paralysis, Cooperation

Can Be Instantiated By

Asymmetric Information, Betrayal, Bluffing, Imperfect Information, Multiplayer Games, Negotiation, Secret Goals, Uncertainty of Information

Can Be Modulated By

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

Possible Closure Effects

-

Potentially Conflicting With

Dominant Strategy, Predictable Winner, Strategic Knowledge

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

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