Difference between revisions of "Outcome Indicators"
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[[Category:Interface Patterns]] | [[Category:Interface Patterns]] | ||
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[[Category:Needs examples]] | [[Category:Needs examples]] | ||
[[Category:Needs references]] | [[Category:Needs references]] | ||
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[[Category:To be Published]] | [[Category:To be Published]] | ||
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''Means of providing players with information about an outcome of an action in addition to the diegetic effect of the action.'' | ''Means of providing players with information about an outcome of an action in addition to the diegetic effect of the action.'' | ||
− | This | + | Outcome of actions in some games may not be easily detectable. This may be because the effect is not easily noticeable, takes some time to manifest itself, or because the action takes place beyond a player's spheres of awareness. In these cases, games may provide explicit indicators, [[Outcome Indicators]] of what has happened and how the game state has been affected. |
=== Examples === | === Examples === | ||
+ | [[:Category:Racing Games|Racing Games]], e.g. the [[F-Zero series]] and the [[Need for Speed series]], typically inform all players when one player has completed the race since the other players may not be close enough to notice this otherwise. | ||
− | + | Combat in many [[:Category:Computer-based Roleplaying Games|Computer-based Roleplaying Games]] have explicit and exact [[Outcome Indicators]] of the results of an attack as the numerical value of the hit points delivered is displayed after a successful attack. | |
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+ | [[:Category:Fighting Games|Fighting Games]] such as the [[Soul Calibur series]] shows blood after successful attacks and sparks after successful blocks. These are not effects of the action since they do not represent the game state, which is done by the avatars positions, stances, and health bars, but rather indicators that the player has succeeded in an action. | ||
== Using the pattern == | == Using the pattern == | ||
+ | Designing [[Outcome Indicators]] mainly consist of what game state changes needs to be indicated and how; when is typically simply directly after they occur but for how long afterwards can be important as well. [[Near Miss Indicators]] are a specific type of [[Outcome Indicators]] for the outcome of near misses. | ||
− | + | The information shown by [[Outcome Indicators]] can be modified to be [[Direct Information|Direct]] or [[Perfect Information]], but can also be vague to promote a certain level of [[Uncertainty of Information]]. [[Outcome Indicators]] however works against [[Uncertainty of Information]] since it does provide information about an outcome. | |
− | [[ | + | |
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− | [[Direct Information]] | + | |
− | [[ | + | |
− | [[Uncertainty of Information]] | + | |
− | [[ | + | |
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− | [[Uncertainty of Information]] | + | |
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=== Interface Aspects === | === Interface Aspects === | ||
− | [[Outcome Indicators]] is | + | [[Outcome Indicators]] is an [[:Category:Interface Patterns|Interface Pattern]]. |
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== Consequences == | == Consequences == | ||
− | + | [[Outcome Indicators]] are [[Game State Indicators]] that help players have [[Predictable Consequences]] and can be part of [[Game State Overviews]]. They can make clear [[Rewards]] for players as well as make information about outcomes into [[Public Information]]. | |
− | [[Predictable Consequences]] | + | |
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− | [[ | + | |
− | [[Rewards]] | + | |
== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Game State Indicators]], | ||
[[Predictable Consequences]] | [[Predictable Consequences]] | ||
=== Can Modulate === | === Can Modulate === | ||
+ | [[Game State Overviews]], | ||
[[Public Information]], | [[Public Information]], | ||
[[Rewards]] | [[Rewards]] | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
[[Direct Information]], | [[Direct Information]], | ||
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[[Uncertainty of Information]], | [[Uncertainty of Information]], | ||
[[Perfect Information]] | [[Perfect Information]] |
Latest revision as of 12:02, 17 July 2016
Means of providing players with information about an outcome of an action in addition to the diegetic effect of the action.
Outcome of actions in some games may not be easily detectable. This may be because the effect is not easily noticeable, takes some time to manifest itself, or because the action takes place beyond a player's spheres of awareness. In these cases, games may provide explicit indicators, Outcome Indicators of what has happened and how the game state has been affected.
Contents
Examples
Racing Games, e.g. the F-Zero series and the Need for Speed series, typically inform all players when one player has completed the race since the other players may not be close enough to notice this otherwise.
Combat in many Computer-based Roleplaying Games have explicit and exact Outcome Indicators of the results of an attack as the numerical value of the hit points delivered is displayed after a successful attack.
Fighting Games such as the Soul Calibur series shows blood after successful attacks and sparks after successful blocks. These are not effects of the action since they do not represent the game state, which is done by the avatars positions, stances, and health bars, but rather indicators that the player has succeeded in an action.
Using the pattern
Designing Outcome Indicators mainly consist of what game state changes needs to be indicated and how; when is typically simply directly after they occur but for how long afterwards can be important as well. Near Miss Indicators are a specific type of Outcome Indicators for the outcome of near misses.
The information shown by Outcome Indicators can be modified to be Direct or Perfect Information, but can also be vague to promote a certain level of Uncertainty of Information. Outcome Indicators however works against Uncertainty of Information since it does provide information about an outcome.
Interface Aspects
Outcome Indicators is an Interface Pattern.
Consequences
Outcome Indicators are Game State Indicators that help players have Predictable Consequences and can be part of Game State Overviews. They can make clear Rewards for players as well as make information about outcomes into Public Information.
Relations
Can Instantiate
Game State Indicators, Predictable Consequences
Can Modulate
Game State Overviews, Public Information, Rewards
Can Be Instantiated By
Can Be Modulated By
Direct Information, Uncertainty of Information, Perfect Information
Possible Closure Effects
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Potentially Conflicting With
History
An updated version of the pattern Closure Points 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
-