Difference between revisions of "Progress Indicators"
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=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Alignment]], | ||
[[Determinable Chance to Succeed]], | [[Determinable Chance to Succeed]], | ||
[[Exaggerated Perception of Influence]], | [[Exaggerated Perception of Influence]], | ||
[[Game State Indicators]] | [[Game State Indicators]] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
[[Hovering Closures]] | [[Hovering Closures]] | ||
[[Increasing Rewards]], | [[Increasing Rewards]], | ||
[[Illusionary Rewards]], | [[Illusionary Rewards]], | ||
+ | [[Near Miss Indicators]], | ||
+ | [[Non-Diegetic Features]], | ||
[[Scores]], | [[Scores]], | ||
+ | [[Tension]], | ||
[[Traverse]] | [[Traverse]] | ||
− | + | ==== with [[Combos]] or [[Development Time]] ==== | |
− | + | [[Hovering Closures]] | |
− | ==== with | + | |
=== Can Modulate === | === Can Modulate === |
Revision as of 17:12, 8 July 2016
Information about players' current progress towards closures in addition to the configuration of game elements involved.
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
Grind Achievements Development Time Delayed Effects
Can Instantiate
Alignment, Determinable Chance to Succeed, Exaggerated Perception of Influence, Game State Indicators Hovering Closures Increasing Rewards, Illusionary Rewards, Near Miss Indicators, Non-Diegetic Features, Scores, Tension, Traverse
with Combos or Development Time
Can Modulate
Extended Actions, Rhythm-Based Actions, Time Limits, Time Pressure, Unwinnable Games
Can Be Instantiated By
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
-