Difference between revisions of "Strategic Knowledge"

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[[Crafting]]
 
[[Crafting]]
 
[[Thematic Consistency]]
 
[[Thematic Consistency]]
 
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[[Predictable Consequences]]
 
[[Strategic Locations]]
 
[[Strategic Locations]]
  

Revision as of 18:28, 25 May 2011

Knowledge based on game elements, rules, possible actions, or evaluation functions of games without regards to specific game states.

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Irreversible Events Randomness Exaggerated Perception of Influence Units Combos Stimulated Planning Strategic Planning Diegetically Outstanding Features Heterogeneous Game Element Ownership Multiplayer Games Zero-Player Games Internal Conflicts Cutscenes Single-Player Games Fixed Distributions Game Worlds Self-Facilitated Games Evolving Rule Sets Construction Environmental Effects Weapons Crafting Thematic Consistency Predictable Consequences Strategic Locations

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

An updated version of the pattern Strategic Knowledge that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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