Variable Accuracy
Game mechanics to simulate differences in the difficulty to hit what one aims at.
This pattern is a still a stub.
Examples
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
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.
By making it less certain that one will hit what one aims at, the pattern works against Predictable Consequences.
with Aim & Shoot
Player/Character Skill Composites
Relations
Can Instantiate
Player/Character Skill Composites
Can Modulate
Aim & Shoot, Combat, Crosshairs, Weapons
Can Be Instantiated By
Extended Actions Randomness, Weapons
Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
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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