Difference between revisions of "Progress Indicators"

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(Relations)
(Relations)
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[[Left 4 Dead series]]
 
[[Left 4 Dead series]]
  
Modulates: Quick Games, Race
+
Modulates: [[Quick Games]],  
 +
 
  
 
Instantiated by: Connection, Supporting Goals
 
Instantiated by: Connection, Supporting Goals
  
 
Modulated by: Direct Information, Game State Overviews
 
Modulated by: Direct Information, Game State Overviews
 
[[Combos]]
 
 
[[Grind Achievements]]
 
[[Development Time]]
 
[[Delayed Effects]]
 
 
[[Uncertainty of Information]]
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
Line 55: Line 48:
 
[[Near Miss Indicators]],  
 
[[Near Miss Indicators]],  
 
[[Non-Diegetic Features]],  
 
[[Non-Diegetic Features]],  
 +
[[Races]],
 
[[Scores]],  
 
[[Scores]],  
 
[[Tension]],  
 
[[Tension]],  
Line 63: Line 57:
  
 
=== Can Modulate ===
 
=== Can Modulate ===
 +
[[Combos]],
 +
[[Delayed Effects]],
 +
[[Development Time]],
 
[[Extended Actions]],  
 
[[Extended Actions]],  
 +
[[Grind Achievements]],
 +
[[Races]],
 
[[Rhythm-Based Actions]],  
 
[[Rhythm-Based Actions]],  
 
[[Time Limits]],  
 
[[Time Limits]],  
Line 80: Line 79:
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
-
+
[[Uncertainty of Information]]
  
 
== History ==
 
== History ==

Revision as of 17:17, 8 July 2016

Information about players' current progress towards closures in addition to the configuration of game elements involved.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Left 4 Dead series

Modulates: Quick Games,


Instantiated by: Connection, Supporting Goals

Modulated by: Direct Information, Game State Overviews

Can Instantiate

Alignment, Determinable Chance to Succeed, Exaggerated Perception of Influence, Game State Indicators Hovering Closures Increasing Rewards, Illusionary Rewards, Near Miss Indicators, Non-Diegetic Features, Races, Scores, Tension, Traverse

with Combos or Development Time

Hovering Closures

Can Modulate

Combos, Delayed Effects, Development Time, Extended Actions, Grind Achievements, Races, Rhythm-Based Actions, Time Limits, Time Pressure, Unwinnable Games

Can Be Instantiated By

Achievements, Check Points

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Uncertainty of Information

History

An updated version of the pattern Progress 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.

Acknowledgements

-