Difference between revisions of "Game State Indicators"
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=== Examples === | === Examples === | ||
− | The HUD displays used in first-person shooters like the [[Doom series|Doom]], [[Quake series|Quake]], and [[Half-Life series]] display the health and ammunition status of players. Although the [[Half-Life series]] diegetically motivates this as part of the technology of a protective suit it is not affected by any events in the game world and is thereby equal to being outside the game world. | + | The HUD displays<ref name="HUD"/> used in first-person shooters like the [[Doom series|Doom]], [[Quake series|Quake]], and [[Half-Life series]] display the health and ammunition status of players. Although the [[Half-Life series]] diegetically motivates this as part of the technology of a protective suit it is not affected by any events in the game world and is thereby equal to being outside the game world. |
+ | |||
+ | Racing games such as the [[Mario Kart series]] and the [[Need for Speed series]] also makes use of HUD-like displays to show the speed and position of the vehicles in ongoing races. | ||
+ | |||
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+ | Minimaps | ||
== Using the pattern == | == Using the pattern == | ||
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<references> | <references> | ||
<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> | <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> | ||
+ | <ref name="HUD">Wikipedia [http://en.wikipedia.org/wiki/HUD_(video_gaming) entry] for HUD uses in computer and console games.</ref> | ||
</references> | </references> |
Revision as of 19:43, 12 January 2011
Players are given information about a certain part of the game state or other players through other means than observing a diegetic game element.
This pattern is a still a stub.
Contents
Examples
The HUD displays[1] used in first-person shooters like the Doom, Quake, and Half-Life series display the health and ammunition status of players. Although the Half-Life series diegetically motivates this as part of the technology of a protective suit it is not affected by any events in the game world and is thereby equal to being outside the game world.
Racing games such as the Mario Kart series and the Need for Speed series also makes use of HUD-like displays to show the speed and position of the vehicles in ongoing races.
Minimaps
Using the pattern
Time Pressure Drop-In/Drop-Out Time Limits Dedicated Game Facilitators Exaggerated Perception of Influence Capture
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
A renamed version of the pattern Status Indicators that was part of the original collection in the book Patterns in Game Design[2].