Difference between revisions of "Outcome Indicators"
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== Consequences == | == Consequences == | ||
− | + | [[Outcome Indicators]] help players have [[Predictable Consequences]]. They can make clear [[Rewards]] for players as well as make information about outcomes into [[Public Information]]. | |
− | [[Predictable Consequences]] | + | |
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== Relations == | == Relations == |
Revision as of 08:31, 9 July 2016
Means of providing players with information about an outcome of an action in addition to the diegetic effect of the action.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
can be instantiated by Near Miss Indicators,
Can Be Modulated By
Direct Information, Game State Overviews, Uncertainty of Information, Perfect Information
Potentially Conflicting With
Diegetic Aspects
Interface Aspects
Outcome Indicators is a Interface Pattern.
Narration Aspects
Consequences
Outcome Indicators help players have Predictable Consequences. They can make clear Rewards for players as well as make information about outcomes into Public Information.
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Direct Information, Game State Overviews, Uncertainty of Information, Perfect Information
Possible Closure Effects
-
Potentially Conflicting With
History
An updated version of the pattern Closure Points 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
-