Difference between revisions of "Outcome Indicators"
From gdp3
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== Using the pattern == | == Using the pattern == | ||
+ | === Can Be Modulated By === | ||
+ | [[Direct Information]], | ||
+ | [[Game State Overviews]], | ||
+ | [[Near Miss Indicators]], | ||
+ | [[Uncertainty of Information]], | ||
+ | [[Perfect Information]] | ||
+ | |||
+ | === Potentially Conflicting With === | ||
+ | [[Uncertainty of Information]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Consequences == | == Consequences == | ||
+ | === Can Instantiate === | ||
+ | [[Predictable Consequences]] | ||
+ | |||
+ | === Can Modulate === | ||
+ | [[Public Information]], | ||
+ | [[Rewards]] | ||
== Relations == | == Relations == |
Revision as of 11:31, 7 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
Anti-Examples
optional
Using the pattern
Can Be Modulated By
Direct Information, Game State Overviews, Near Miss Indicators, Uncertainty of Information, Perfect Information
Potentially Conflicting With
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Instantiate
Can Modulate
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
-
Can Be Modulated By
Direct Information, Game State Overviews, Near Miss Indicators, Uncertainty of Information, Perfect Information
Possible Closure Effects
-
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
-