Difference between revisions of "Progress Indicators"

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== Relations ==
 
== Relations ==
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Instantiates: Near Miss Indicators, Perceived Chance to Succeed, Hovering Closures
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Modulates: Extended Actions, Time Limits, Rhythm-Based Actions, Quick Games, Race, Tension, Delayed Effects, Dexterity-Based Actions, Combos
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Instantiated by: Connection, Illusionary Rewards, Traverse, Alignment, Movement, Score, Supporting Goals
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Modulated by: Direct Information, Game State Overview
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Potentially conflicting with: Uncertainty of Information, Memorizing
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[[Rhythm-Based Actions]]
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[[Time Pressure]]
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[[Unwinnable Games]]
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[[Left 4 Dead series]]
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[[Time Limits]]
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[[Achievements]]
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[[Extended Actions]]
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[[Tension]]
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[[Exaggerated Perception of Influence]]
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[[Determinable Chance to Succeed]]
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[[Combos]]
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[[Game State Indicators]]
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[[Alignment]]
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[[Grind Achievements]]
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[[Goal Achievements]]
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[[Game Worlds]]
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[[Development Time]]
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[[Delayed Effects]]
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[[Memorizing]]
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[[Movement]]
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[[Traverse]]
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[[Dexterity-Based Actions]]
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[[Increasing Rewards]]
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[[Non-Diegetic Features]]
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[[Scores]]
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[[Uncertainty of Information]]
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[[Illusionary Rewards]]
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[[Near Miss Indicators]]
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[[Hovering Closures]]
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===

Revision as of 16:38, 8 July 2016

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Instantiates: Near Miss Indicators, Perceived Chance to Succeed, Hovering Closures

Modulates: Extended Actions, Time Limits, Rhythm-Based Actions, Quick Games, Race, Tension, Delayed Effects, Dexterity-Based Actions, Combos

Instantiated by: Connection, Illusionary Rewards, Traverse, Alignment, Movement, Score, Supporting Goals

Modulated by: Direct Information, Game State Overview

Potentially conflicting with: Uncertainty of Information, Memorizing

Rhythm-Based Actions Time Pressure Unwinnable Games Left 4 Dead series Time Limits Achievements Extended Actions Tension Exaggerated Perception of Influence Determinable Chance to Succeed Combos Game State Indicators Alignment Grind Achievements Goal Achievements Game Worlds Development Time Delayed Effects Memorizing Movement Traverse Dexterity-Based Actions Increasing Rewards Non-Diegetic Features Scores Uncertainty of Information Illusionary Rewards Near Miss Indicators Hovering Closures

Can Instantiate

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with ...

Can Modulate

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Can Be Instantiated By

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Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

An updated version of the pattern Progress 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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