Difference between revisions of "Variable Accuracy"

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(Consequences)
(Consequences)
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== Consequences ==
 
== Consequences ==
[[Variable Accuracy]] is a way of modifying [[Weapons]] so that [[Aim & Shoot]] action, and thereby [[Combat]], becomes more difficult.  
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[[Variable Accuracy]] is a way of modifying [[Weapons]] so that [[Aim & Shoot]] action, and thereby [[Combat]], becomes more difficult. The level of accuracy attained in games using the [[Variable Accuracy]] is often displayed through a visual change in the [[Crosshairs]] presented to the player.
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By making it less certain that one will hit what one aims at, the pattern works against [[Predictable Consequences]].
 
By making it less certain that one will hit what one aims at, the pattern works against [[Predictable Consequences]].
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==== with [[Aim & Shoot]] ====
 
==== with [[Aim & Shoot]] ====
 
[[Player/Character Skill Composites]]
 
[[Player/Character Skill Composites]]
 
=== Can Modulate ===
 
[[Crosshairs]],
 
 
=== Potentially Conflicting With ===
 
  
 
== Relations ==
 
== Relations ==

Revision as of 08:28, 24 September 2011

Game mechanics to simulate differences in the difficulty to hit what one aims at.

This pattern is a still a stub.

Examples

Left 4 Dead series

Using the pattern

Wobble aiming[1] Stationary aiming[2] Iron Sights[3]

Can Be Instantiated By

Extended Actions Randomness Weapons

Can Be Modulated By

Upgrades

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Variable Accuracy is a way of modifying Weapons so that Aim & Shoot action, and thereby Combat, becomes more difficult. The level of accuracy attained in games using the Variable Accuracy is often displayed through a visual change in the Crosshairs presented to the player.


By making it less certain that one will hit what one aims at, the pattern works against Predictable Consequences.


with Aim & Shoot

Player/Character Skill Composites

Relations

Can Instantiate

with Aim & Shoot

Player/Character Skill Composites

Can Modulate

Aim & Shoot, Combat, Crosshairs, Weapons

Can Be Instantiated By

Extended Actions Randomness, Weapons

Can Be Modulated By

Upgrades

Possible Closure Effects

-

Potentially Conflicting With

Predictable Consequences

History

New pattern created in this wiki.

References

  1. Page on the GiantBomb site describing Wobble aiming.
  2. Page on the GiantBomb site describing Stationary Aiming.
  3. Page on the GiantBomb site describing Iron Sights.

Acknowledgements

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