Difference between revisions of "Near Miss Indicators"
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− | ''Means of providing players with explicit information about how close they were to achieving a goal when they have failed to achieve it.'' | + | ''Means of providing players with explicit information about how close they or others were to achieving a goal when they have failed to achieve it.'' |
This pattern is a still a stub. | This pattern is a still a stub. | ||
=== Examples === | === Examples === | ||
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+ | [Battlefield series]] | ||
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+ | [[Battleships]] | ||
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+ | one has to say "near miss" | ||
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==== Anti-Examples ==== | ==== Anti-Examples ==== | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
[[Auto-Aim]] | [[Auto-Aim]] | ||
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+ | For games with [[Variable Accuracy]], triggered [[Near Miss Indicators]] for players that have been targets of fail attacks can be reason to lower those players accuracy. | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
+ | [[Near Miss Indicators]] are probably most clearly understood as non-diegetic presentations but can in some games be integrated into the diegetic to maintain [[Diegetic Consistency]], e.g. through sound or technical alarms to players when shots have nearly their [[Avatars]]. | ||
=== Interface Aspects === | === Interface Aspects === | ||
− | + | [[Near Miss Indicators]] is a [[:Category:Interface Patterns|Interface Pattern]]. | |
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== Consequences == | == Consequences == | ||
− | [[Near Miss Indicators]] can have many effects on gameplay. First off, they can increase [[Tension]] since they can make players aware of how close to succeeding they were, and this can give both [[Clues]] and let them have a [[Determinable Chance to Succeed]] for their next attempt. Successful later attempt with low chances of success can let them feel [[Luck]] with knowing how close they were can promote [[Replayability]] and modify players [[Anticipation]] when about to do their new attempt. Having [[Near Miss Indicators]] can also help update [[Tactical Planning]], that is help promote [[Stimulated Planning]] as part of gameplay. When [[Near Miss Indicators]] | + | [[Near Miss Indicators]] are [[Outcome Indicators]] and can have many effects on gameplay. First off, they can increase [[Tension]] since they can make players aware of how close to succeeding they were, and this can give both [[Clues]] and let them have a [[Determinable Chance to Succeed]] for their next attempt. Successful later attempt with low chances of success can let them feel [[Luck]] with knowing how close they were can promote [[Replayability]] and modify players [[Anticipation]] when about to do their new attempt. Having [[Near Miss Indicators]] can also help update [[Tactical Planning]], that is help promote [[Stimulated Planning]] as part of gameplay. When [[Near Miss Indicators]] |
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== Relations == | == Relations == |
Revision as of 13:00, 7 July 2016
Means of providing players with explicit information about how close they or others were to achieving a goal when they have failed to achieve it.
This pattern is a still a stub.
Contents
Examples
[Battlefield series]]
one has to say "near miss"
Anti-Examples
optional
Using the pattern
Can Be Instantiated By
Can Be Modulated By
Game State Overviews, Imperfect Information, Save-Load Cycles
Potentially Conflicting With
For games with Variable Accuracy, triggered Near Miss Indicators for players that have been targets of fail attacks can be reason to lower those players accuracy.
Diegetic Aspects
Near Miss Indicators are probably most clearly understood as non-diegetic presentations but can in some games be integrated into the diegetic to maintain Diegetic Consistency, e.g. through sound or technical alarms to players when shots have nearly their Avatars.
Interface Aspects
Near Miss Indicators is a Interface Pattern.
Consequences
Near Miss Indicators are Outcome Indicators and can have many effects on gameplay. First off, they can increase Tension since they can make players aware of how close to succeeding they were, and this can give both Clues and let them have a Determinable Chance to Succeed for their next attempt. Successful later attempt with low chances of success can let them feel Luck with knowing how close they were can promote Replayability and modify players Anticipation when about to do their new attempt. Having Near Miss Indicators can also help update Tactical Planning, that is help promote Stimulated Planning as part of gameplay. When Near Miss Indicators
Relations
Can Instantiate
Clues, Determinable Chance to Succeed, Luck, Replayability, Tension
Can Modulate
Anticipation, Outcome Indicators, Stimulated Planning, Tactical Planning, Variable Accuracy
Can Be Instantiated By
Can Be Modulated By
Game State Overviews, Imperfect Information, Save-Load Cycles
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
-