Difference between revisions of "Goal Indicators"
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Example: in Grand Theft Auto 3 the subgoals in the game are indicated with floating arrows which point out where the goal objects are located. These goals are always connected to a specific game element, for example, to go to a specific place, kill a certain character and so on. The nature of these goals is usually revealed to the player in cut scenes, which are also used to carry the story forward in the game. Players can also check their current goals from a specific goal list. | Example: in Grand Theft Auto 3 the subgoals in the game are indicated with floating arrows which point out where the goal objects are located. These goals are always connected to a specific game element, for example, to go to a specific place, kill a certain character and so on. The nature of these goals is usually revealed to the player in cut scenes, which are also used to carry the story forward in the game. Players can also check their current goals from a specific goal list. | ||
− | + | [[Chess]], [[Backgammon]] and other classical [[:Category:Board Games|Board Games]] state the goals of players directly in the rules (check-mate the opponent's king, move all the pieces off the board). The position of the opponent's king in [[Chess]] and the location of the home base in [[Backgammon]] are [[Goal Indicators]] that guide players' actions during the game play. | |
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== Using the pattern == | == Using the pattern == |
Revision as of 09:23, 14 July 2016
Information presented to players about their current goals in a game.
Goals help direct players attention and efforts in a game, and accepting them is part of what brings meaning to playing games. However, some goals can be difficult to keep track of or it can be difficult to keep track of how close to reaching them one is. Goal Inidicators help players with this through providing information about the goals they (or other players) have.
Contents
Examples
Example: in Grand Theft Auto 3 the subgoals in the game are indicated with floating arrows which point out where the goal objects are located. These goals are always connected to a specific game element, for example, to go to a specific place, kill a certain character and so on. The nature of these goals is usually revealed to the player in cut scenes, which are also used to carry the story forward in the game. Players can also check their current goals from a specific goal list.
Chess, Backgammon and other classical Board Games state the goals of players directly in the rules (check-mate the opponent's king, move all the pieces off the board). The position of the opponent's king in Chess and the location of the home base in Backgammon are Goal Indicators that guide players' actions during the game play.
Using the pattern
Goal Indicators can be created using Check Points, Closure Points, and Progress Indicators. Cutscenes and Narration Structures in general can also be used. They can be modulated by using Direct Information or not.
Since Goal Indicators provide information to players they work against them having Uncertainty of Information. It also works against Player Defined Goals in the sense that it draws attention to goal created by game designers.
Interface Aspects
Goal Indicators is an Interface Pattern.
Narration Aspects
As stated above, Goal Indicators can be expressed through Closure Points and Narration Structures.
Consequences
Using Goal Indicators typically changes how Public Information is displayed to players, often affecting Time Pressure and Time Limits whenever they are part of a goal definition. They often help provide Game State Overviews.
Relations
Can Instantiate
Can Modulate
Public Information, Time Pressure, Time Limits
Can Be Instantiated By
Check Points, Closure Points, Cutscenes, Narration Structures, Progress Indicators
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
Player Defined Goals, Uncertainty of Information
History
An updated version of the pattern Goal 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
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