Difference between revisions of "Outcome Indicators"
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=== Examples === | === Examples === | ||
− | + | [[:Category:Racing Games|Racing Games]], e.g. the [[F-Zero series]] and the [[Need of Speed series]], typically inform all players when one player has completed the race since the other players may not be close enough to notice this otherwise. | |
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+ | Combat in many [[:Category:Computer-based Roleplaying Games|Computer-based Roleplaying Games]] have explicit and exact [[Outcome Indicators]] of the results of an attack as the numerical value of the hit points delivered is displayed after a successful attack. | ||
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+ | [[:Category:Fighting Games|Fighting Games]] such as [[Soul Calibur]] shows blood after successful attacks and sparks after successful blocks. These are not effects of the action since they do not represent the game state, which is done by the avatars positions, stances, and health bars, but rather indicators that the player has succeeded in an action. | ||
== Using the pattern == | == Using the pattern == |
Revision as of 09:41, 9 July 2016
Means of providing players with information about an outcome of an action in addition to the diegetic effect of the action.
This pattern is a still a stub.
Contents
Examples
Racing Games, e.g. the F-Zero series and the Need of Speed series, typically inform all players when one player has completed the race since the other players may not be close enough to notice this otherwise.
Combat in many Computer-based Roleplaying Games have explicit and exact Outcome Indicators of the results of an attack as the numerical value of the hit points delivered is displayed after a successful attack.
Fighting Games such as Soul Calibur shows blood after successful attacks and sparks after successful blocks. These are not effects of the action since they do not represent the game state, which is done by the avatars positions, stances, and health bars, but rather indicators that the player has succeeded in an action.
Using the pattern
Designing Outcome Indicators mainly consist of what game state changes needs to be indicated and how; when is typically simply directly after they occur but for how long afterwards can be important as well. Near Miss Indicators are a specific type of Outcome Indicators for the outcome of near misses.
The information shown by Outcome Indicators can be modified to be Direct or Perfect Information, but can also be vague to promote a certain level of Uncertainty of Information. Outcome Indicators however works against Uncertainty of Information since it does provide information about an outcome.
Interface Aspects
Outcome Indicators is a Interface Pattern.
Consequences
Outcome Indicators help players have Predictable Consequences and can be part of Game State Overviews. They can make clear Rewards for players as well as make information about outcomes into Public Information.
Relations
Can Instantiate
Can Modulate
Game State Overviews, Public Information, Rewards
Can Be Instantiated By
Can Be Modulated By
Direct Information, Uncertainty of Information, Perfect Information
Possible Closure Effects
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Potentially Conflicting With
History
An updated version of the pattern Closure Points 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
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