Variable Accuracy: Difference between revisions

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== Relations ==
== Relations ==
=== Can Instantiate ===
=== Can Instantiate ===
==== with [[Skills]] or [[Weapons]] ====
==== with [[Skills]], [[Upgrades]], or [[Weapons]] ====
[[Player/Character Skill Composites]]
[[Player/Character Skill Composites]]



Revision as of 08:32, 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<ref name="wa"/> Stationary aiming<ref name="sa"/> Iron Sights<ref name="iron"/>

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.


Player/Character Skill Composites

Relations

Can Instantiate

Player/Character Skill Composites

Can Modulate

Aim & Shoot, Combat, Crosshairs, Weapons

Can Be Instantiated By

Extended Actions Randomness, Weapons

Can Be Modulated By

Skills, Upgrades

Possible Closure Effects

-

Potentially Conflicting With

Predictable Consequences

History

New pattern created in this wiki.

References

<references> <ref name="wa">Page on the GiantBomb site describing Wobble aiming.</ref> <ref name="sa">Page on the GiantBomb site describing Stationary Aiming.</ref> <ref name="iron">Page on the GiantBomb site describing Iron Sights.</ref> </references>

Acknowledgements

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