Uncertainty of Information
The case when a player cannot be certain on the reliability of information he or she has.
This pattern is a still a stub.
- 1 Examples
- 2 Using the pattern
- 3 Consequences
- 4 Relations
- 5 History
- 6 References
- 7 Acknowledgements
Using the pattern
Uncertainty of Information is typically added to games to provide Player Unpredictability or Solution Uncertainty. Imperfect Information, Indirect Information, and Randomness are the generic methods to achieve Uncertainty of Information but many more specific ways exists.
Information Passing can create uncertainty in itself (see for example Chinese whispers) and players may engage in Bluffing while communicating. In addition, the Communication Channels in themselves can provide errors and uncertainty to the communication. Players and Non-Player Help can also create Uncertainty of Information through Ambiguous Responses.
Enforced Player Anonymity provides Uncertainty of Information regarding which player did what. What actions Enemies will do can also have a level of uncertainty when these are decided at least partly by Randomness.
While Randomness in general can introduce Uncertainty of Information, Drawing Stacks is a specific case which both can have a guaranteed distribution over time and use Stack Seeding for more precise uncertainty. Feigned Die Rolls is an option for Dice where players can not be certain that the results are based on Randomness.
Can Be Modulated By
Limited Planning Ability and Solution Uncertainty are two typically consequences of players having Uncertainty of Information since it adds uncertainty to things like Delayed Effects and lessens Predictable Consequences. This in turn can provide Gain Information goals, encourage Game World Exploration, and generally increase Tension. Uncertainty of the position of Enemies provides players with the goal of Reconnaissance.
Uncertainty of Information can provide the requirements for Anonymous Actions and Secret Resources. It can partly through this also support Player Unpredictability and patterns related to this such as Betrayal and Secret Alliances.
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.
Can Be Instantiated By
Ambiguous Responses, Bluffing, Communication Channels, Detective Structures, Drawing Stacks, Enforced Player Anonymity, Feigned Die Rolls, Fog of War, Imperfect Information, Indirect Information, Information Passing, Non-Player Help, Randomness
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.
- Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.