Progress Indicators

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Information about players' current progress towards closures in addition to the configuration of game elements involved.

This pattern is a still a stub.

Examples

Left 4 Dead series

Using the pattern

Can Modulate

Combos, Delayed Effects, Development Time, Extended Actions, Grind Achievements, Races, Rhythm-Based Actions, Time Limits, Time Pressure, Unwinnable Games

Can Be Instantiated By

Achievements, Check Points, Connection, Direct Information, Game State Overviews, Supporting Goals

Potentially Conflicting With

Uncertainty of Information


Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Can Instantiate

Alignment, Determinable Chance to Succeed, Exaggerated Perception of Influence, Game State Indicators Hovering Closures Increasing Rewards, Illusionary Rewards, Near Miss Indicators, Non-Diegetic Features, Races, Scores, Tension, Traverse

with Combos or Development Time

Hovering Closures


Relations

Can Instantiate

Alignment, Determinable Chance to Succeed, Exaggerated Perception of Influence, Game State Indicators Hovering Closures Increasing Rewards, Illusionary Rewards, Near Miss Indicators, Non-Diegetic Features, Races, Scores, Tension, Traverse

with Combos or Development Time

Hovering Closures

Can Modulate

Combos, Delayed Effects, Development Time, Extended Actions, Grind Achievements, Races, Rhythm-Based Actions, Time Limits, Time Pressure, Unwinnable Games

Can Be Instantiated By

Achievements, Check Points, Connection, Direct Information, Game State Overviews, Supporting Goals

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Uncertainty of Information

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

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

Acknowledgements

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