Player/System Action Composites: Difference between revisions
From gdp3
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== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
- | - | ||
=== Can Modulate === | === Can Modulate === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Automated Responses]] | [[Automated Responses]], | ||
[[Player Augmentations]] | |||
[[Player/Character Skill Composites]] together with [[Automated Responses]] or [[Enforced Agent Behavior]] | [[Player/Character Skill Composites]] together with [[Automated Responses]] or [[Enforced Agent Behavior]] | ||
Revision as of 20:17, 5 July 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Can Instantiate
-
Can Modulate
Movement, Performance Uncertainty, Player Unpredictability
Can Be Instantiated By
Automated Responses, Player Augmentations
Player/Character Skill Composites together with Automated Responses or Enforced Agent Behavior
Can Be Modulated By
-
Possible Closure Effects
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Potentially Conflicting With
-
History
New pattern created in this wiki.
References
-
Acknowledgements
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