Difference between revisions of "Near Miss Indicators"

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(Relations)
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== Using the pattern ==
 
== Using the pattern ==
 +
=== Can Be Instantiated By ===
 +
[[Progress Indicators]]
 +
 +
=== Can Be Modulated By ===
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[[Game State Overviews]],
 +
[[Imperfect Information]],
 +
[[Save-Load Cycles]]
 +
 +
=== Potentially Conflicting With ===
 +
[[Auto-Aim]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
 +
=== Can Instantiate ===
 +
[[Clues]],
 +
[[Determinable Chance to Succeed]],
 +
[[Luck]],
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[[Replayability]],
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[[Tension]]
 +
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=== Can Modulate ===
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[[Anticipation]],
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[[Outcome Indicators]],
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[[Stimulated Planning]],
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[[Tactical Planning]],
 +
[[Variable Accuracy]]
 +
  
 
== Relations ==
 
== Relations ==

Revision as of 11:38, 7 July 2016

Means of providing players with explicit information about how close they were to achieving a goal when they have failed to achieve it.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Can Be Instantiated By

Progress Indicators

Can Be Modulated By

Game State Overviews, Imperfect Information, Save-Load Cycles

Potentially Conflicting With

Auto-Aim

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Can Instantiate

Clues, Determinable Chance to Succeed, Luck, Replayability, Tension

Can Modulate

Anticipation, Outcome Indicators, Stimulated Planning, Tactical Planning, Variable Accuracy


Relations

Can Instantiate

Clues, Determinable Chance to Succeed, Luck, Replayability, Tension

Can Modulate

Anticipation, Outcome Indicators, Stimulated Planning, Tactical Planning, Variable Accuracy

Can Be Instantiated By

Progress Indicators

Can Be Modulated By

Game State Overviews, Imperfect Information, Save-Load Cycles

Possible Closure Effects

-

Potentially Conflicting With

Auto-Aim

History

An updated version of the pattern Near Miss Indicators that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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