Tactical Planning: Difference between revisions

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[[Game Mastery]]
[[Game Mastery]]
[[Environmental Effects]]
[[Power-Ups]]
[[Enemies]]
[[Tradeoffs]]
[[Tradeoffs]]
[[Risk/Rewards]]
[[Risk/Rewards]]
[[Paper-Rock-Scissors]]
[[Paper-Rock-Scissors]]


== Consequences ==
== Consequences ==
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[[Delayed Effects]],  
[[Delayed Effects]],  
[[Development Time]],  
[[Development Time]],  
[[Enemies]],
[[Environmental Effects]],
[[Freedom of Choice]],  
[[Freedom of Choice]],  
[[Multiplayer Games]],
[[Power-Ups]],
[[Traces]]
[[Traces]]



Revision as of 15:15, 16 May 2011

Planning based on what one knows of the current game state.

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Game State Overviews Fog of War

Game Mastery Tradeoffs Risk/Rewards Paper-Rock-Scissors


Consequences

Relations

Can Instantiate

Exaggerated Perception of Influence, Freedom of Choice, Player/Character Skill Composites, Stimulated Planning

Can Modulate

-

Can Be Instantiated By

Delayed Effects, Development Time, Enemies, Environmental Effects, Freedom of Choice, Multiplayer Games, Power-Ups, Traces

Ammunition together with Downtime or Limited Resources

Capture together with Bidding, Movement, or Investment

Destructible Objects together with Traps

Vulnerabilities together with Weapons

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements

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