Difference between revisions of "Outcome Indicators"
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== Using the pattern == | == Using the pattern == | ||
+ | Designing [[Outcome Indicators]] mainly consist of what game state changes needs to be indicated and how; when is typically simply directly after they occur but for how long afterwards can be important as well. [[Near Miss Indicators]] are a specific type of [[Outcome Indicators]] for the outcome of near misses. | ||
− | [[Outcome Indicators]] | + | The information shown by [[Outcome Indicators]] can be modified to be [[Direct Information|Direct]] or [[Perfect Information]], but can also be vague to promote a certain level of [[Uncertainty of Information]]. [[Outcome Indicators]] however works against [[Uncertainty of Information]] since it does provide information about an outcome. |
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− | can be | + | |
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− | [[Direct Information]] | + | |
− | [[ | + | |
− | [[Uncertainty of Information]] | + | |
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− | [[Uncertainty of Information]] | + | |
=== Interface Aspects === | === Interface Aspects === | ||
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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]]. | + | [[Outcome Indicators]] help players have [[Predictable Consequences]] and can be part of [[Game State Overviews]]. They can make clear [[Rewards]] for players as well as make information about outcomes into [[Public Information]]. |
== Relations == | == Relations == | ||
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=== Can Modulate === | === Can Modulate === | ||
+ | [[Game State Overviews]], | ||
[[Public Information]], | [[Public Information]], | ||
[[Rewards]] | [[Rewards]] | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
[[Direct Information]], | [[Direct Information]], | ||
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[[Uncertainty of Information]], | [[Uncertainty of Information]], | ||
[[Perfect Information]] | [[Perfect Information]] |
Revision as of 09:25, 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
Designing Outcome Indicators mainly consist of what game state changes needs to be indicated and how; when is typically simply directly after they occur but for how long afterwards can be important as well. Near Miss Indicators are a specific type of Outcome Indicators for the outcome of near misses.
The information shown by Outcome Indicators can be modified to be Direct or Perfect Information, but can also be vague to promote a certain level of Uncertainty of Information. Outcome Indicators however works against Uncertainty of Information since it does provide information about an outcome.
Interface Aspects
Outcome Indicators is a Interface Pattern.
Consequences
Outcome Indicators help players have Predictable Consequences and can be part of Game State Overviews. They can make clear Rewards for players as well as make information about outcomes into Public Information.
Relations
Can Instantiate
Can Modulate
Game State Overviews, Public Information, Rewards
Can Be Instantiated By
Can Be Modulated By
Direct Information, Uncertainty of Information, Perfect Information
Possible Closure Effects
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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
-