Performance Uncertainty: Difference between revisions
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[[Uncertainty of Outcome]] | [[Uncertainty of Outcome]] | ||
[[Challenging Gameplay]] | [[Challenging Gameplay]] | ||
[[Player/System Action Composites]] | |||
=== Can Instantiate === | === Can Instantiate === | ||
Revision as of 08:53, 5 January 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Uncertainty of Outcome Challenging Gameplay Player/System Action Composites
Can Instantiate
-
Can Modulate
-
Can Be Instantiated By
Memorizing, Player Physical Prowess, Tactical Planning
Can Be Modulated By
AI Players, No Direct Player Influence, Player/Character Skill Composites, Strategic Knowledge
Possible Closure Effects
-
Potentially Conflicting With
-
History
New pattern created in this wiki. However, the pattern is based on the concept of performance uncertainty described in Costikyan's book Uncertainty in Games<ref name="Costikyan"/>.
References
<references> <ref name="Costikyan">Costikyan, G. 2013. Uncertainty in Games. MIT Press. Official webpage for the book.</ref> </references>
Acknowledgements
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