Difference between revisions of "Progress Indicators"
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Modulated by: Direct Information, Game State Overviews | Modulated by: Direct Information, Game State Overviews | ||
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[[Achievements]] | [[Achievements]] | ||
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[[Tension]] | [[Tension]] | ||
[[Exaggerated Perception of Influence]] | [[Exaggerated Perception of Influence]] | ||
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=== Can Modulate === | === Can Modulate === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === |
Revision as of 16:55, 8 July 2016
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Modulates: Quick Games, Race
Instantiated by: Connection, Supporting Goals
Modulated by: Direct Information, Game State Overviews
Achievements 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
-
with ...
Can Modulate
Extended Actions, Rhythm-Based Actions, Time Limits, Time Pressure, Unwinnable Games
Can Be Instantiated By
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Can Be Modulated By
-
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
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-