Difference between revisions of "Tactical Planning"

From gdp3
Jump to: navigation, search
Line 24: Line 24:
 
[[Fog of War]]
 
[[Fog of War]]
  
 +
[[Game Mastery]]
 
[[Environmental Effects]]
 
[[Environmental Effects]]
 
[[Power-Ups]]
 
[[Power-Ups]]
 
[[Enemies]]
 
[[Enemies]]
 +
[[Tradeoffs]]
 +
[[Risk/Rewards]]
 +
[[Paper-Rock-Scissors]]
  
 
== Consequences ==
 
== Consequences ==
  
 
== Relations ==
 
== Relations ==
[[Player/Character Skill Composites]]
+
=== Can Instantiate ===
[[Exaggerated Perception of Influence]]
+
[[Exaggerated Perception of Influence]],
[[Avatars]]
+
[[Freedom of Choice]],
[[Game State Indicators]]
+
[[Player/Character Skill Composites]],
 
[[Stimulated Planning]]
 
[[Stimulated Planning]]
[[Freedom of Choice]]
+
 
[[Capture]]
+
=== Can Modulate ===
[[Development Time]]
+
-
[[Delayed Effects]]
+
 
[[Weapons]]
+
=== Can Be Instantiated By ===
[[Destructible Objects]]
+
[[Delayed Effects]],
[[Ammunition]]
+
[[Development Time]],
[[Traps]]
+
[[Freedom of Choice]],
 
[[Traces]]
 
[[Traces]]
  
=== Can Instantiate ===
+
[[Ammunition]] together with [[Downtime]] or [[Limited Resources]]
  
==== with ... ====
+
[[Capture]] together with [[Bidding]], [[Movement]], or [[Investment]]
  
=== Can Modulate ===
+
[[Destructible Objects]] together with [[Traps]]
  
=== Can Be Instantiated By ===
+
[[Vulnerabilities]] together with [[Weapons]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
-
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
 +
-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 +
-
  
 
== History ==
 
== History ==

Revision as of 15:13, 16 May 2011

Planning based on what one knows of the current game state.

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Game State Overviews Fog of War

Game Mastery Environmental Effects Power-Ups Enemies Tradeoffs Risk/Rewards Paper-Rock-Scissors

Consequences

Relations

Can Instantiate

Exaggerated Perception of Influence, Freedom of Choice, Player/Character Skill Composites, Stimulated Planning

Can Modulate

-

Can Be Instantiated By

Delayed Effects, Development Time, Freedom of Choice, Traces

Ammunition together with Downtime or Limited Resources

Capture together with Bidding, Movement, or Investment

Destructible Objects together with Traps

Vulnerabilities together with Weapons

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements

-