Difference between revisions of "Progress Indicators"
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== Relations == | == Relations == | ||
− | + | [[Left 4 Dead series]] | |
− | Modulates: | + | Modulates: Quick Games, Race |
− | Instantiated by: Connection | + | Instantiated by: Connection, Supporting Goals |
− | Modulated by: Direct Information, Game State | + | Modulated by: Direct Information, Game State Overviews |
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− | + | ||
[[Rhythm-Based Actions]] | [[Rhythm-Based Actions]] | ||
[[Time Pressure]] | [[Time Pressure]] | ||
[[Unwinnable Games]] | [[Unwinnable Games]] | ||
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[[Time Limits]] | [[Time Limits]] | ||
[[Achievements]] | [[Achievements]] |
Revision as of 16:43, 8 July 2016
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Modulates: Quick Games, Race
Instantiated by: Connection, Supporting Goals
Modulated by: Direct Information, Game State Overviews
Rhythm-Based Actions Time Pressure Unwinnable Games Time Limits Achievements Extended Actions Tension Exaggerated Perception of Influence Determinable Chance to Succeed Combos Game State Indicators Alignment Grind Achievements Goal Achievements Game Worlds Development Time Delayed Effects Memorizing Movement Traverse Dexterity-Based Actions Increasing Rewards Non-Diegetic Features Scores Uncertainty of Information Illusionary Rewards Near Miss Indicators Hovering Closures
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Progress Indicators 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
-