Difference between revisions of "Tooltips"

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[[Category:Stub]]
 
[[Category:Stub]]
 
''Additional information presented when players have focused on a game element.''
 
''Additional information presented when players have focused on a game element.''
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Providing players with the right amount of information can be problematic in games, since giving either too much or too little can work against an optimal gameplay experience. Computer-based games have an opportunity regarding this that other game forms do not have; they can
  
 
This pattern is a still a stub.
 
This pattern is a still a stub.
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''Note:'' this pattern exist in many design pattern collections for interaction design. However, being related quite specifically to information it can affect gameplay more directly than other interaction design patterns.
  
 
=== Examples ===
 
=== Examples ===
  
 
== Using the pattern ==
 
== Using the pattern ==
 
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[[Tool Tips]] are a way of providing information to players in [[:Category:Computer Games|Computer Games]] by adding text overlays on things the focus upon. Besides deciding what game elements should have [[Tool Tips]] and what information should be provided, the main design choice in implementing the pattern is how long time one has to focus before the [[Tool Tips]] are shown. What players are focused upon is usually a simple case of checking what their [[God Fingers]] or [[Crosshairs]] are pointing at.
=== Diegetic Aspects ===
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=== Interface Aspects ===
 
=== Interface Aspects ===
[[Tool Tips]] is both a [[:Category:Information Patterns|Information]] and [[:Category:Interface Patterns|Interface Pattern]].
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[[Tool Tips]] is both a [[:Category:Information Patterns|Information]] and [[:Category:Interface Patterns|Interface Pattern]]. However, the appropriate time before showing [[Tool Tips]] can vary depending on the type of gameplay and a distinction can be made between presenting only [[Tool Tips]] for game elements or for interface components such as menus and buttons.
  
 
== Consequences ==
 
== Consequences ==
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=== Can Instantiate ===
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[[Clues]],
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[[Non-Diegetic Features]],
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[[Smooth Learning Curves]]
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==== with [[Strategic Knowledge]] ====
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[[Strategic Planning]]
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=== Can Modulate ===
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[[God Fingers]],
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[[Strategic Knowledge]]
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=== Potentially Conflicting With ===
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[[Diegetic Consistency]]
  
 
== Relations ==
 
== Relations ==
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=== Can Modulate ===
 
=== Can Modulate ===
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[[Crosshairs]],
 
[[God Fingers]],  
 
[[God Fingers]],  
 
[[Strategic Knowledge]]
 
[[Strategic Knowledge]]
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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[[Diegetic Consistency]]
  
 
== History ==
 
== History ==

Revision as of 16:17, 13 September 2011

Additional information presented when players have focused on a game element.

Providing players with the right amount of information can be problematic in games, since giving either too much or too little can work against an optimal gameplay experience. Computer-based games have an opportunity regarding this that other game forms do not have; they can

This pattern is a still a stub.

Note: this pattern exist in many design pattern collections for interaction design. However, being related quite specifically to information it can affect gameplay more directly than other interaction design patterns.

Examples

Using the pattern

Tool Tips are a way of providing information to players in Computer Games by adding text overlays on things the focus upon. Besides deciding what game elements should have Tool Tips and what information should be provided, the main design choice in implementing the pattern is how long time one has to focus before the Tool Tips are shown. What players are focused upon is usually a simple case of checking what their God Fingers or Crosshairs are pointing at.

Interface Aspects

Tool Tips is both a Information and Interface Pattern. However, the appropriate time before showing Tool Tips can vary depending on the type of gameplay and a distinction can be made between presenting only Tool Tips for game elements or for interface components such as menus and buttons.

Consequences

Can Instantiate

Clues, Non-Diegetic Features, Smooth Learning Curves

with Strategic Knowledge

Strategic Planning

Can Modulate

God Fingers, Strategic Knowledge

Potentially Conflicting With

Diegetic Consistency

Relations

Can Instantiate

Clues, Non-Diegetic Features, Smooth Learning Curves

with Strategic Knowledge

Strategic Planning

Can Modulate

Crosshairs, God Fingers, Strategic Knowledge

Can Be Instantiated By

-

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Diegetic Consistency

History

New pattern created in this wiki.

References

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Acknowledgements

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