Difference between revisions of "Outcome Indicators"

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(Using the pattern)
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== Using the pattern ==
 
== Using the pattern ==
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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]]
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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 instantiated by
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[[Near Miss Indicators]],
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=== Can Be Modulated By ===
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[[Direct Information]],
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[[Game State Overviews]],  
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[[Uncertainty of Information]],
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[[Perfect Information]]
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=== Potentially Conflicting With ===
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[[Uncertainty of Information]]
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=== 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]].
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[[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 ===
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[[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]],  
[[Game State Overviews]],
 
 
[[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.

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

Predictable Consequences

Can Modulate

Game State Overviews, Public Information, Rewards

Can Be Instantiated By

Near Miss Indicators

Can Be Modulated By

Direct Information, Uncertainty of Information, Perfect Information

Possible Closure Effects

-

Potentially Conflicting With

Uncertainty of Information

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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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