Predictable Consequences
The possibility to predict how game states will change due to actions or events.
This pattern is a still a stub.
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Irreversible Events Analysis Paralysis Randomness Agents Algorithmic Agents Turn-Based Games Turn Taking Non-Player Characters Stimulated Planning Strategic Planning Extra Chances Internal Conflicts Arithmetic Progression Development Time Delayed Effects Anonymous Actions Stack Seeding Thematic Consistency
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
An updated version of the pattern Predictable Consequences that was part of the original collection in the book Patterns in Game Design<ref name="Bjork & Holopainen 2004"/>.
or
New pattern created in this wiki.
References
<references> <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> </references>
Acknowledgements
-