Difference between revisions of "Near Miss Indicators"
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== Using the pattern == | == Using the pattern == | ||
+ | === Can Be Instantiated By === | ||
+ | [[Progress Indicators]] | ||
+ | |||
+ | === Can Be Modulated By === | ||
+ | [[Game State Overviews]], | ||
+ | [[Imperfect Information]], | ||
+ | [[Save-Load Cycles]] | ||
+ | |||
+ | === Potentially Conflicting With === | ||
+ | [[Auto-Aim]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Consequences == | == Consequences == | ||
+ | === Can Instantiate === | ||
+ | [[Clues]], | ||
+ | [[Determinable Chance to Succeed]], | ||
+ | [[Luck]], | ||
+ | [[Replayability]], | ||
+ | [[Tension]] | ||
+ | |||
+ | === Can Modulate === | ||
+ | [[Anticipation]], | ||
+ | [[Outcome Indicators]], | ||
+ | [[Stimulated Planning]], | ||
+ | [[Tactical Planning]], | ||
+ | [[Variable Accuracy]] | ||
+ | |||
== Relations == | == Relations == |
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
Can Be Instantiated By
Can Be Modulated By
Game State Overviews, Imperfect Information, Save-Load Cycles
Potentially Conflicting With
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Instantiate
Clues, Determinable Chance to Succeed, Luck, Replayability, Tension
Can Modulate
Anticipation, Outcome Indicators, Stimulated Planning, Tactical Planning, Variable Accuracy
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
-