Difference between revisions of "Progress Indicators"
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== Using the pattern == | == Using the pattern == | ||
+ | === 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 === | ||
+ | [[Achievements]], | ||
+ | [[Check Points]], | ||
+ | [[Connection]], | ||
+ | [[Direct Information]], | ||
+ | [[Game State Overviews]], | ||
+ | [[Supporting Goals]] | ||
+ | |||
+ | === Potentially Conflicting With === | ||
+ | [[Uncertainty of Information]] | ||
+ | |||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
Line 25: | Line 48: | ||
== Consequences == | == Consequences == | ||
+ | === 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]] ==== | ||
+ | [[Hovering Closures]] | ||
+ | |||
== Relations == | == Relations == |
Revision as of 17:19, 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
Using the pattern
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
Achievements, Check Points, Connection, Direct Information, Game State Overviews, Supporting Goals
Potentially Conflicting With
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
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
Relations
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
Achievements, Check Points, Connection, Direct Information, Game State Overviews, Supporting Goals
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
-