Progress Indicators
Information about players' current progress towards closures in addition to the configuration of game elements involved.
This pattern is a still a stub.
Contents
Examples
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
Diegetic Aspects
Interface Aspects
Narration Aspects
Progress Indicators tend to create Non-Diegetic Features in games unless the values they show can be given a diegetic representation.
Consequences
Progress Indicators support players in understanding how their actions help them or not reach certain goals. As such they can help players have a Determinable Chance to Succeed and experience Hovering Closures and Tension but if the Progress Indicators are in complete alignment with the overarching goals of a game they may also provide Exaggerated Perception of Influence or Illusionary Rewards. Progress Indicators typically create Races When players can view Progress Indicators for other players and themselves.
Can Instantiate
Progress Indicators provide quite different functionality depending on which information about the game state they show. By showing value that are central to the outcome of a game instance, e.g. Scores, they can be Game State Indicators. By instead showing only after players have just missed reaching a goal they can instead be Near Miss Indicators.
Alignment,
Increasing Rewards,
Traverse
Progress Indicators can create Hovering Closures when combined with either Combos or Development Time.
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
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
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Possible Closure Effects
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Potentially Conflicting With
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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