Difference between revisions of "Strategic Planning"

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== Using the pattern ==
 
== Using the pattern ==
planning based upon general assumption of the game system
 
  
[[Stimulated Planning]]  
+
In contrast with [[Tactical Planning]], which depends on specific game states, [[Strategic Planning]] depends on general structures of the game design. Both are however likely to affect each other so considering them together may be prudent.
 +
 
 
[[Deck Building]]
 
[[Deck Building]]
 
[[Strategic Knowledge]]
 
[[Strategic Knowledge]]
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== Consequences ==
 
== Consequences ==
[[Betrayal]]
 
[[Algorithmic Agents]]
 
[[Combos]]
 
[[Turn-Based Games]]
 
[[Stimulated Planning]]
 
[[Freedom of Choice]]
 
[[Heterogeneous Game Element Ownership]]
 
[[Multiplayer Games]]
 
[[Zero-Player Games]]
 
[[Weapons]]
 
 
[[Analysis Paralysis]]
 
[[Tactical Planning]]
 
[[Power-Ups]]
 
[[Environmental Effects]]
 
  
 
== Relations ==
 
== Relations ==
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 +
[[Analysis Paralysis]],
 +
[[Stimulated Planning]],
 +
[[Zero-Player Games]]
  
 
==== with ... ====
 
==== with ... ====
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
[[Freedom of Choice]]
 +
 +
[[Algorithmic Agents]] together with [[Creative Control]]
 +
 +
[[Combos]] together with [[Heterogeneous Game Element Ownership]]
 +
 +
[[Vulnerabilities]] together with [[Weapons]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 10:58, 22 May 2011

Planning based solely on knowledge of game rules and the abilities of other players.

This pattern is a still a stub.

Examples

Using the pattern

In contrast with Tactical Planning, which depends on specific game states, Strategic Planning depends on general structures of the game design. Both are however likely to affect each other so considering them together may be prudent.

Deck Building Strategic Knowledge Replayability

Extra-Game Activities

Choke Points Camping Strategic Locations

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Analysis Paralysis, Stimulated Planning, Zero-Player Games

with ...

Can Modulate

Can Be Instantiated By

Freedom of Choice

Algorithmic Agents together with Creative Control

Combos together with Heterogeneous Game Element Ownership

Vulnerabilities together with Weapons

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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