Performance Uncertainty: Difference between revisions
No edit summary |
|||
| Line 36: | Line 36: | ||
== Consequences == | == Consequences == | ||
The main consequence of having [[Performance Uncertainty]] in a game is that it increases the [[Uncertainty of Outcome]] in that game. | |||
[[Uncertainty of Outcome]] | |||
== Relations == | == Relations == | ||
Revision as of 12:47, 5 January 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Examples
Using the pattern
Can Be Instantiated By
Challenging Gameplay, Memorizing, Player Physical Prowess, Tactical Planning
Can Be Modulated By
AI Players, No Direct Player Influence, Player/Character Skill Composites, Player/System Action Composites, Strategic Knowledge
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
The main consequence of having Performance Uncertainty in a game is that it increases the Uncertainty of Outcome in that game.
Relations
Can Instantiate
Can Modulate
-
Can Be Instantiated By
Challenging Gameplay, Memorizing, Player Physical Prowess, Tactical Planning
Can Be Modulated By
AI Players, No Direct Player Influence, Player/Character Skill Composites, Player/System Action 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
-