Uncertainty of Information

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The one-sentence "definition" that should be in italics.

This pattern is a still a stub.




Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects



to add Bluffing Betrayal

--- old Instantiates: Secret Alliances, Secret Resources, Limited Planning Ability

Modulates: Unknown Goals, Outcome Indicators

Instantiated by: Indirect Information, Exploration, Imperfect Information, Gain Information

Modulated by: Randomness

Potentially conflicting with: Conflicts, Direct Information, Status Indicators, Interferable Goals, Perfect Information, Goal Indicators, Progress Indicators, Outcome Indicators

--- new

Randomness Tension Drawing Stacks Ambiguous Responses Stimulated Planning Enemies Detective Structures Information Passing Non-Player Help Delayed Effects Public Player Statistics Enforced Player Anonymity Anonymous Actions Predictable Consequences Game World Exploration Feigned Die Rolls Fog of War Reconnaissance Communication Channels Player Unpredictability Solution Uncertainty

Can Instantiate


with ...

Can Modulate


Can Be Instantiated By


Can Be Modulated By


Possible Closure Effects


Potentially Conflicting With



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


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