Difference between revisions of "Progress Indicators"

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(Relations)
(Relations)
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Modulated by: Direct Information, Game State Overviews
 
Modulated by: Direct Information, Game State Overviews
  
[[Rhythm-Based Actions]]
 
[[Time Pressure]]
 
[[Unwinnable Games]]
 
[[Time Limits]]
 
 
[[Achievements]]
 
[[Achievements]]
[[Extended Actions]]
 
 
[[Tension]]
 
[[Tension]]
 
[[Exaggerated Perception of Influence]]
 
[[Exaggerated Perception of Influence]]
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=== Can Modulate ===
 
=== Can Modulate ===
-
+
[[Extended Actions]],
 +
[[Rhythm-Based Actions]],
 +
[[Time Limits]],
 +
[[Time Pressure]],
 +
[[Unwinnable Games]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===

Revision as of 16:55, 8 July 2016

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Left 4 Dead series

Modulates: Quick Games, Race

Instantiated by: Connection, Supporting Goals

Modulated by: Direct Information, Game State Overviews

Achievements 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

-

with ...

Can Modulate

Extended Actions, Rhythm-Based Actions, Time Limits, Time Pressure, Unwinnable Games

Can Be Instantiated By

-

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

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

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

Acknowledgements

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