Difference between revisions of "Game State Indicators"

From gdp3
Jump to: navigation, search
Line 2: Line 2:
 
[[Category:Needs work]]
 
[[Category:Needs work]]
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]
 +
[[Category:Needs references]]
 
[[Category:Needs examples]]
 
[[Category:Needs examples]]
 
[[Category:Stub]]
 
[[Category:Stub]]

Revision as of 13:40, 2 May 2010

Players are given information about a certain part of the game state or other players through other means than observing a game element.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Potentially Conflicting With

History

A renamed version of the pattern Status Indicators that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.