Progress Indicators
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Instantiates: Near Miss Indicators, Perceived Chance to Succeed, Hovering Closures
Modulates: Extended Actions, Time Limits, Rhythm-Based Actions, Quick Games, Race, Tension, Delayed Effects, Dexterity-Based Actions, Combos
Instantiated by: Connection, Illusionary Rewards, Traverse, Alignment, Movement, Score, Supporting Goals
Modulated by: Direct Information, Game State Overview
Potentially conflicting with: Uncertainty of Information, Memorizing
Rhythm-Based Actions Time Pressure Unwinnable Games Left 4 Dead series Time Limits Achievements Extended Actions Tension Exaggerated Perception of Influence Determinable Chance to Succeed Combos Game State Indicators Alignment Grind Achievements Goal Achievements Game Worlds Development Time Delayed Effects Memorizing Movement Traverse Dexterity-Based Actions Increasing Rewards Non-Diegetic Features Scores Uncertainty of Information Illusionary Rewards Near Miss Indicators Hovering Closures
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
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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 Progress Indicators 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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