Difference between revisions of "Near Miss Indicators"

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(Relations)
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[[Variable Accuracy]]
 
[[Variable Accuracy]]
 
[[Save-Load Cycles]]
 
[[Save-Load Cycles]]
 
Modulates: [[Outcome Indicators]], [[Anticipation]]
 
 
Instantiated by: [[Progress Indicators]]
 
 
Modulated by: [[Game State Overview]], [[Imperfect Information]]
 
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
-
 
-
 
==== with ... ====
 
  
 
=== 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.

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

Progress Indicators

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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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