Variable Accuracy

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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 skills

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. When the Variable Accuracy depends on Skills or Weapons the players has, this creates Player/Character Skill Composites, and these can be further modified by Upgrades.

By making it less certain that one will hit what one aims at, the pattern works against Predictable Consequences.

Relations

Can Instantiate

with Skills or Weapons

Player/Character Skill Composites

Can Modulate

Aim & Shoot, Combat, Crosshairs, Weapons

Player/Character Skill Composites

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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