Difference between revisions of "Progress Indicators"
(→Relations) |
(→Relations) |
||
Line 31: | Line 31: | ||
[[Left 4 Dead series]] | [[Left 4 Dead series]] | ||
− | + | Instantiated by: [[Connection]], [[Supporting Goals]] | |
− | + | Modulated by: [[Direct Information]], [[Game State Overviews]] | |
− | + | ||
− | + | ||
− | 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.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
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
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
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
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
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-