Difference between revisions of "Game State Overviews"
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Instantiates: Cognitive Engrossment, Disruption of Focused Attention | Instantiates: Cognitive Engrossment, Disruption of Focused Attention | ||
− | Modulates: Attention Swapping, Perceivable Margins, Reconnaissance, Puzzle Solving | + | Modulates: Attention Swapping, Perceivable Margins, Reconnaissance, Puzzle Solving, Negotiation, Player Defined Goals, Preventing Goals, Public Information, Identification, Narrative Structures |
Instantiated by: Disruption of Focused Attention, Score | Instantiated by: Disruption of Focused Attention, Score | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
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=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 09:14, 14 July 2016
Information provided to players that extends beyond the observational abilities provided by simply observing game elements.
This pattern is a still a stub.
Contents
Examples
Example: Most racing games, e. g., Mario Kart Double Dash!! and the Monkey Race party games in the Super Monkey Ball series, provide a small overhead map that shows the location of other players on the track.
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Game State Overviews is an Interface Pattern.
Narration Aspects
Consequences
Relations
Alarms Analysis Paralysis Randomness Dedicated Game Facilitators Units Turn Taking Private Game Spaces Levels Game State Indicators Stimulated Planning Tactical Planning Multiplayer Games Alignment First-Person Views Cutscenes Game Worlds Collaborative Actions Memorizing Mini-maps Balancing Effects Strategic Knowledge Movement Privileged Movement Sniper Locations Bookkeeping Tokens Score Tracks Spawning Camping Third-Person Views God Views Cameras Game World Exploration Game World Navigation Races Traverse Split-Screen Views Auxiliary Game Screens Picture-in-Picture Views Speedending Near Miss Indicators Outcome Indicators Progress Indicators
Instantiates: Cognitive Engrossment, Disruption of Focused Attention
Modulates: Attention Swapping, Perceivable Margins, Reconnaissance, Puzzle Solving, Negotiation, Player Defined Goals, Preventing Goals, Public Information, Identification, Narrative Structures
Instantiated by: Disruption of Focused Attention, Score
Modulated by: Spectators, Status Indicators, Fog of War, Perfect Information, Area Control, Extra-Game Actions
Potentially conflicting with: Attention Swapping, Surprises, Limited Foresight, Leaps of Faith, Reconnaissance
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Game State Overview 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
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