Difference between revisions of "Uncertainty of Information"

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(Consequences)
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[[Stimulated Planning]],  
 
[[Stimulated Planning]],  
 
[[Unknown Goals]]  
 
[[Unknown Goals]]  
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 +
Several patterns work against [[Uncertainty of Information]] simply because they provide information to players. [[Direct Information]] and [[Perfect Information]] are the patterns which most strongly does this, but other that do this to a lesser degree include [[Game State Indicators]], [[Goal Indicators]], [[Outcome Indicators]], [[Predictable Consequences]], and [[Progress Indicators]].
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 
[[Conflicts]],  
 
[[Conflicts]],  
[[Direct Information]],
+
[[Interferable Goals]],
[[Game State Indicators]],
+
[[Goal Indicators]],
+
[[Interferable Goals]],  
+
[[Outcome Indicators]],
+
[[Perfect Information]],
+
[[Predictable Consequences]],
+
[[Progress Indicators]]
+
  
 
== Relations ==
 
== Relations ==

Revision as of 08:58, 29 January 2015

The case when a player cannot be certain on the reliability of information he or she has.

This pattern is a still a stub.

Examples

Diplomacy

Anti-Examples

optional

Using the pattern

Can Be Instantiated By

Ambiguous Responses, Bluffing, Communication Channels, Detective Structures, Drawing Stacks, Enforced Player Anonymity, Feigned Die Rolls, Fog of War, Indirect Information, Imperfect Information, Information Passing, Non-Player Help

Enemies together with Randomness

Can Be Modulated By

Public Player Statistics, Randomness

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Can Instantiate

Anonymous Actions, Betrayal, Gain Information, Game World Exploration, Limited Planning Ability, Player Unpredictability, Secret Alliances, Secret Resources, Solution Uncertainty, Tension

with Enemies

Reconnaissance

Can Modulate

Delayed Effects, Outcome Indicators, Predictable Consequences, Stimulated Planning, Unknown Goals

Several patterns work against Uncertainty of Information simply because they provide information to players. Direct Information and Perfect Information are the patterns which most strongly does this, but other that do this to a lesser degree include Game State Indicators, Goal Indicators, Outcome Indicators, Predictable Consequences, and Progress Indicators.

Potentially Conflicting With

Conflicts, Interferable Goals,

Relations

Can Instantiate

Anonymous Actions, Betrayal, Gain Information, Game World Exploration, Limited Planning Ability, Player Unpredictability, Secret Alliances, Secret Resources, Solution Uncertainty, Tension

with Enemies

Reconnaissance

Can Modulate

Delayed Effects, Outcome Indicators, Predictable Consequences, Stimulated Planning, Unknown Goals

Can Be Instantiated By

Ambiguous Responses, Bluffing, Communication Channels, Detective Structures, Drawing Stacks, Enforced Player Anonymity, Feigned Die Rolls, Fog of War, Indirect Information, Imperfect Information, Information Passing, Non-Player Help

Enemies together with Randomness

Can Be Modulated By

Public Player Statistics, Randomness

Possible Closure Effects

-

Potentially Conflicting With

Conflicts, Direct Information, Game State Indicators, Goal Indicators, Interferable Goals, Outcome Indicators, Perfect Information, Predictable Consequences, Progress Indicators

History

An updated version of the pattern Uncertainty of Information 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

-