Difference between revisions of "Uncertainty of Outcome"

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(Using the pattern)
(Using the pattern)
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== Using the pattern ==
 
== Using the pattern ==
[[Uncertainty of Outcome]] is very often a design goal in games since it provides a basic [[Tension]] to gameplay. Being more a consequence of more specific rule design than a characteristics directly appearing through rules, it is typically made present in a game through specific subpatterns.  
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[[Uncertainty of Outcome]] is very often a design goal in games since it provides a basic [[Tension]] to gameplay. Being more a consequence of more specific rule design than a characteristics directly appearing through rules, it is typically made present in a game through specific subpatterns. Third main sources for [[Uncertainty of Outcome]] can be pointed out. First, uncertainty can simply come from [[Randomness]]. Second, the complexity of the game state or game system can give players [[Solution Uncertainty]]. Thirdly, uncertainty can come from the players themselves or other [[Agents]] in a game through [[Performance Uncertainty]], [[Player Unpredictability]], or [[Unpredictable Behavior]].
 
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=== Can Be Instantiated By ===
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[[Performance Uncertainty]],  
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[[Player Unpredictability]],  
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[[Randomness]],  
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[[Solution Uncertainty]],  
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[[Unpredictable Behavior]]
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== Consequences ==
 
== Consequences ==

Revision as of 10:01, 15 January 2015

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

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Uncertainty of Outcome is very often a design goal in games since it provides a basic Tension to gameplay. Being more a consequence of more specific rule design than a characteristics directly appearing through rules, it is typically made present in a game through specific subpatterns. Third main sources for Uncertainty of Outcome can be pointed out. First, uncertainty can simply come from Randomness. Second, the complexity of the game state or game system can give players Solution Uncertainty. Thirdly, uncertainty can come from the players themselves or other Agents in a game through Performance Uncertainty, Player Unpredictability, or Unpredictable Behavior.

Consequences

Uncertainty of Outcome typically adds Tension to games, and in many cases provide Replayability as well. It works directly against Dominant Strategy and through this also against a Predictable Winner. It can make players with Game Mastery be less likely to win but still let them have an advantage based upon their expertise.

Relations

Can Instantiate

Replayability, Tension

Can Modulate

Game Mastery

Can Be Instantiated By

Performance Uncertainty, Player Unpredictability, Randomness, Solution Uncertainty, Unpredictable Behavior

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

Dominant Strategy, Predictable Winner

History

New pattern created in this wiki.

References

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Acknowledgements

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