Uncertainty of Information

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

This pattern is a still a stub.





Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects



Can Instantiate

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

with Enemies


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


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.