Difference between revisions of "Outcome Indicators"
From gdp3
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[[Rewards]] | [[Rewards]] | ||
[[Near Miss Indicators]] | [[Near Miss Indicators]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
- | - | ||
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=== Can Modulate === | === Can Modulate === | ||
− | + | [[Public Information]] | |
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
− | + | [[Direct Information]], | |
+ | [[Game State Overviews]], | ||
+ | [[Perfect Information]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === |
Revision as of 11:29, 7 July 2016
Means of providing players with information about an outcome of an action in addition to the diegetic effect of the action.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Predictable Consequences Uncertainty of Information Rewards Near Miss Indicators
Can Instantiate
-
Can Modulate
Can Be Instantiated By
-
Can Be Modulated By
Direct Information, Game State Overviews, Perfect Information
Possible Closure Effects
-
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
-