Difference between revisions of "Progress Indicators"
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[[Left 4 Dead series]] | [[Left 4 Dead series]] | ||
− | Modulates: Quick Games, | + | Modulates: [[Quick Games]], |
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Instantiated by: Connection, Supporting Goals | Instantiated by: Connection, Supporting Goals | ||
Modulated by: Direct Information, Game State Overviews | Modulated by: Direct Information, Game State Overviews | ||
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=== Can Instantiate === | === Can Instantiate === | ||
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[[Near Miss Indicators]], | [[Near Miss Indicators]], | ||
[[Non-Diegetic Features]], | [[Non-Diegetic Features]], | ||
+ | [[Races]], | ||
[[Scores]], | [[Scores]], | ||
[[Tension]], | [[Tension]], | ||
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=== Can Modulate === | === Can Modulate === | ||
+ | [[Combos]], | ||
+ | [[Delayed Effects]], | ||
+ | [[Development Time]], | ||
[[Extended Actions]], | [[Extended Actions]], | ||
+ | [[Grind Achievements]], | ||
+ | [[Races]], | ||
[[Rhythm-Based Actions]], | [[Rhythm-Based Actions]], | ||
[[Time Limits]], | [[Time Limits]], | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
− | + | [[Uncertainty of Information]] | |
== History == | == History == |
Revision as of 17:17, 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,
Instantiated by: Connection, Supporting Goals
Modulated by: Direct Information, Game State Overviews
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, Races, Scores, Tension, Traverse
with Combos or Development Time
Can Modulate
Combos, Delayed Effects, Development Time, Extended Actions, Grind Achievements, Races, 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
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-