Difference between revisions of "Loading Hints"

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=== Examples ===
 
=== Examples ===
 +
 +
Both the [[Elder Scrolls series]] and the [[Fallout series]] present [[Loading Hints]] when players fast travel between locations.
  
 
== Using the pattern ==
 
== Using the pattern ==
 +
[[Strategic Knowledge]]
 +
 +
 +
The alternatives to using [[Loading Hints]] is either using [[Cutscenes]] or [[Minigames]] (as done e.g. in the [[Tekken series]]), or simply letting players have to wait.
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
 +
[[Loading Hints]] is an [[Category:Information Patterns|Information Pattern]].
  
 
=== Narrative Aspects ===
 
=== Narrative Aspects ===
 +
Although
  
 
== Consequences ==
 
== Consequences ==
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=== Can Instantiate ===
 
=== Can Instantiate ===
[[Clues]]
+
[[Clues]],
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[[Smooth Learning Curves]]
  
 
==== with [[Strategic Knowledge]] ====
 
==== with [[Strategic Knowledge]] ====

Revision as of 18:10, 14 September 2011

Gameplay hints presented during loading sequences.

This pattern is a still a stub.

Examples

Both the Elder Scrolls series and the Fallout series present Loading Hints when players fast travel between locations.

Using the pattern

Strategic Knowledge


The alternatives to using Loading Hints is either using Cutscenes or Minigames (as done e.g. in the Tekken series), or simply letting players have to wait.

Diegetic Aspects

Interface Aspects

Loading Hints is an.

Narrative Aspects

Although

Consequences

Relations

Can Instantiate

Clues, Smooth Learning Curves

with Strategic Knowledge

Strategic Planning

Can Modulate

Downtime, Strategic Knowledge

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

-

Acknowledgements

-