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]],  
+
Instantiated by: [[Connection]], [[Supporting Goals]]
  
 
+
Modulated by: [[Direct Information]], [[Game State Overviews]]
Instantiated by: Connection, Supporting Goals
+
 
+
Modulated by: Direct Information, Game State Overviews
+
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===

Revision as of 17:18, 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

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

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