Difference between revisions of "Game State Overviews"
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Instantiated by: [[Disruption of Focused Attention]], [[Scores]] | Instantiated by: [[Disruption of Focused Attention]], [[Scores]] | ||
− | Modulated by: [[Spectators | + | Modulated by: [[Spectators]], [[Fog of War]], [[Perfect Information]], [[Area Control]], [[Extra-Game Actions]] |
Potentially conflicting with: [[Attention Swapping]], [[Surprises]], [[Limited Foresight]], [[Leaps of Faith]], [[Reconnaissance]] | Potentially conflicting with: [[Attention Swapping]], [[Surprises]], [[Limited Foresight]], [[Leaps of Faith]], [[Reconnaissance]] |
Revision as of 10:31, 16 July 2016
Information provided to players that extends beyond the observational abilities provided by simply observing game elements.
This pattern is a still a stub.
Contents
Examples
Example: Most racing games, e. g., Mario Kart Double Dash!! and the Monkey Race party games in the Super Monkey Ball series, provide a small overhead map that shows the location of other players on the track.
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Game State Overviews is an Interface Pattern.
Narration Aspects
Consequences
Relations
Instantiates: Cognitive Engrossment, Disruption of Focused Attention
Modulates: Attention Swapping, Perceivable Margins, Reconnaissance, Puzzle Solving, Negotiation, Player Defined Goals, Preventing Goals, Public Information, Identification, Narration Structures
Instantiated by: Disruption of Focused Attention, Scores
Modulated by: Spectators, Fog of War, Perfect Information, Area Control, Extra-Game Actions
Potentially conflicting with: Attention Swapping, Surprises, Limited Foresight, Leaps of Faith, Reconnaissance
Can Instantiate
Progress Indicators, Speedending, Stimulated Planning, Strategic Knowledge, Races
with Game Worlds
with Multiplayer Games and either Player Decided Results or Player-Decided Distributions
with Multiplayer Games and Turn-Based Games
Can Modulate
Camping, Collaborative Actions, Game World Exploration, Game World Navigation, Memorizing, Movement, Multiplayer Games, Near Miss Indicators, Levels, Races, Sniper Locations, Split-Screen Views, Tactical Planning, Traverse, Units
Can Be Instantiated By
Auxiliary Game Screens, Cameras, Cutscenes, Dedicated Game Facilitators, Game State Indicators, Goal Indicators, God Views, Mini-maps, Picture-in-Picture Views, Privileged Movement, Score Tracks, Third-Person Views
Bookkeeping Tokens together with Public Information
Game Worlds with God Views or Third-Person Views
Can Be Modulated By
Alarms, Outcome Indicators, Turn Taking
Possible Closure Effects
-
Potentially Conflicting With
Game World Navigation, Memorizing
History
An updated version of the pattern Game State Overview 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
-