Difference between revisions of "Tactical Planning"

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=== Examples ===
 
=== Examples ===
[[:Category:Perfect Information Games|Perfect Information Games]], ranging from the ancient games of [[Chess]] and [[Go]] to more modern examples such as [[Hex]], [[Hare and Tortoise]], and [[Hive]], all require [[Tactical Planning]]. This is not to say that [[Category:Imperfect Information Games|Imperfect Information Games]] do not need [[Tactical Planning]]; [[Advanced Squad Leader]], [[Stratego]], [[Agricola]], and [[Amun-Re]] are all example of such games that require extensive [[Tactical Planning]].
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[[:Category:Perfect Information Games|Perfect Information Games]], ranging from the ancient games of [[Chess]] and [[Go]] to more modern examples such as [[Hex]], [[Hare and Tortoise]], and [[Hive]], all require [[Tactical Planning]]. This is not to say that [[:Category:Imperfect Information Games|Imperfect Information Games]] do not need [[Tactical Planning]]; [[Advanced Squad Leader]], [[Stratego]], [[Agricola]], and [[Amun-Re]] are all example of such games that require extensive [[Tactical Planning]].
  
 
[[RoboRally]] requires players to plan five moves for their robot to perform while racing and fighting several other robots in an environment where various machinery at regular interval provide deadly effects. [[Ricochet Robots]] does not have a dangerous environment, but players need to think several steps ahead and make use of the current and possible future positions of other robots to get one specific robot to one specific square on the game board.
 
[[RoboRally]] requires players to plan five moves for their robot to perform while racing and fighting several other robots in an environment where various machinery at regular interval provide deadly effects. [[Ricochet Robots]] does not have a dangerous environment, but players need to think several steps ahead and make use of the current and possible future positions of other robots to get one specific robot to one specific square on the game board.

Revision as of 17:15, 16 May 2011

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

This pattern is a still a stub.

Examples

Perfect Information Games, ranging from the ancient games of Chess and Go to more modern examples such as Hex, Hare and Tortoise, and Hive, all require Tactical Planning. This is not to say that Imperfect Information Games do not need Tactical Planning; Advanced Squad Leader, Stratego, Agricola, and Amun-Re are all example of such games that require extensive Tactical Planning.

RoboRally requires players to plan five moves for their robot to perform while racing and fighting several other robots in an environment where various machinery at regular interval provide deadly effects. Ricochet Robots does not have a dangerous environment, but players need to think several steps ahead and make use of the current and possible future positions of other robots to get one specific robot to one specific square on the game board.

Both the board game and computer game versions of Space Hulk require players to under time pressure plan how space marines should move and engage in combat against genestealers. The board game allows players to move the marine one at a time but since they need to support each other the movements of the first must be done with thoughts of how the others should move; the computer version moves all marines at once but players can only give orders in a planning mode that one has time-limited access to.

Using the pattern

One a general level, providing the possibility of Tactical Planning in a game consists of letting players have a Freedom of Choice between some actions they can perform, letting the feasibility of those actions depend on local circumstances, and providing them with some time to choose between them. Common examples of how to provide a number of possible actions and a need for planning how to perform them based on the current game state include Action Programming, Budgeted Action Points, Paper-Rock-Scissors, and Puzzle Solving.

Tactical Planning can also be created by having Risk/Rewards or Tradeoffs associated with the possible actions. The presence of Combos, Delayed Effects, and Development Time are all examples of this. Ammunition that are Limited Resources or require Downtime while reloading show how this can be applied to Combat besides Combos, as do have Enemies that have Vulnerabilities towards certain Weapons (and the two require more planning when combine). Achieving Capture through Bidding or Investment actions is another example of activities that typically require Tactical Planning.

Placing Environmental Effects, Power-Ups, or Destructible Objects that can function as Traps are ways of achieving Tactical Planning based upon how players can interact with game elements in Game Worlds. So is using Capture goals that depend on Movement.

Tactical Planning can be modulated by Limited Planning Ability, either in restricting how much information is available about the game state or how much time players have to make use of that information. Perfect Information does not restrict information but modulates Tactical Planning nonetheless in that it lets players focus their planning on how they believe other players will behave or how Algorithmic Agents function. Imperfect Information, e.g. through Fog of War, make it necessary to work with a less than perfect understanding of the context although this may be modulated further through Game State Overviews, Near Miss Indicators, and Traces. Time Limits and Real-Time Games can make Tactical Planning more difficult since one has limited amount of time to do the planning within, but Tactical Planning can also be added as a part of gameplay in Real-Time Games to make the overall gameplay more difficult. Algorithmic Agents, Enemies, and other players in Multiplayer Games can create a Limited Planning Ability in several ways. They can make it a requirement to engage in Tactical Planning, modulate how easy it is to be done, and enforce implicit Time Limits on how soon players need to have made up their minds on what to do (the last way is not limited to Real-Time Games for Multiplayer Games since the other players can hurry decisions through Extra-Game Actions).

Consequences

The possibility of doing Tactical Planning to increase one's chances of succeeding lead to Stimulated Planning in a game design. Further, it can support players to have an Exaggerated Perception of Influence and have Cognitive Engrossment but this may also cause Analysis Paralysis. The Analysis Paralysis pattern may not occur in Real-Time Games or those with specific Time Limits but these instead can create Tension if Tactical Planning is required.

That Tactical Planning can be done implies that there exist a Freedom of Choice for players, and when gameplay depends on how well this is used the pattern of Tactical Planning can be the basis for Player/Character Skill Composites. This allow makes Tactical Planning a likely source from which the possibility of Game Mastery can occur.

In games with Imperfect Information, players wishing to engage in Tactical Planning are likely to give themselves Gain Information goals to have better grounds to make that planning on.

Relations

Can Instantiate

Analysis Paralysis, Cognitive Engrossment, Exaggerated Perception of Influence, Freedom of Choice, Game Mastery, Player/Character Skill Composites, Stimulated Planning

with Imperfect Information

Gain Information

with Real-Time Games or Time Limits

Tension

Can Modulate

Real-Time Games

Can Be Instantiated By

Action Programming, Algorithmic Agents, Budgeted Action Points, Combos, Delayed Effects, Development Time, Enemies, Environmental Effects, Freedom of Choice, Multiplayer Games, Paper-Rock-Scissors, Power-Ups, Puzzle Solving, Risk/Rewards, Traces, Tradeoffs

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

Algorithmic Agents, Enemies, Fog of War, Game State Overviews, Imperfect Information, Limited Planning Ability, Multiplayer Games, Near Miss Indicators, Perfect Information, Real-Time Games, Time Limits

Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

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Acknowledgements

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