Difference between revisions of "Near Miss Indicators"
From gdp3
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== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
− | + | [[Clues]], | |
+ | [[Determinable Chance to Succeed]], | ||
+ | [[Luck]], | ||
+ | [[Replayability]], | ||
+ | [[Tension]] | ||
=== Can Modulate === | === Can Modulate === | ||
[[Anticipation]], | [[Anticipation]], | ||
− | [[Outcome Indicators]] | + | [[Outcome Indicators]], |
+ | [[Stimulated Planning]], | ||
+ | [[Tactical Planning]], | ||
+ | [[Variable Accuracy]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
[[Game State Overviews]], | [[Game State Overviews]], | ||
− | [[Imperfect Information]] | + | [[Imperfect Information]], |
+ | [[Save-Load Cycles]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
− | - | + | [[Auto-Aim]] |
== History == | == History == |
Revision as of 11:38, 7 July 2016
Means of providing players with explicit information about how close they were to achieving a goal when they have failed to achieve it.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Can Instantiate
Clues, Determinable Chance to Succeed, Luck, Replayability, Tension
Can Modulate
Anticipation, Outcome Indicators, Stimulated Planning, Tactical Planning, Variable Accuracy
Can Be Instantiated By
Can Be Modulated By
Game State Overviews, Imperfect Information, Save-Load Cycles
Possible Closure Effects
-
Potentially Conflicting With
History
An updated version of the pattern Near Miss 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
-