Difference between revisions of "Near Miss Indicators"
From gdp3
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[[Variable Accuracy]] | [[Variable Accuracy]] | ||
[[Save-Load Cycles]] | [[Save-Load Cycles]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
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=== Can Modulate === | === Can Modulate === | ||
− | + | [[Anticipation]], | |
+ | [[Outcome Indicators]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | + | [[Progress Indicators]] | |
=== Can Be Modulated By === | === Can Be Modulated By === | ||
− | + | [[Game State Overviews]], | |
+ | [[Imperfect Information]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === |
Revision as of 11:33, 7 July 2016
Means of providing players with explicit information about how close they were to achieving a goal when they have failed to achieve it.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Time Pressure Tension Luck Replayability Determinable Chance to Succeed Stimulated Planning Tactical Planning Clues Auto-Aim Variable Accuracy Save-Load Cycles
Can Instantiate
-
Can Modulate
Anticipation, Outcome Indicators
Can Be Instantiated By
Can Be Modulated By
Game State Overviews, Imperfect Information
Possible Closure Effects
-
Potentially Conflicting With
-
History
An updated version of the pattern Near Miss Indicators that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-