Goal Indicators
Information presented to players about there current goals in a game.
This pattern is a still a stub.
Contents
Examples
Example: in Grand Theft Auto 3 the subgoals in the game are indicated with floating arrows which point out where the goal objects are located. These goals are always connected to a specific game element, for example, to go to a specific place, kill a certain character and so on. The nature of these goals is usually revealed to the player in cut scenes, which are also used to carry the story forward in the game. Players can also check their current goals from a specific goal list.
Example: Chess, Backgammon and other classical board games state the goals of players directly in the rules (check-mate the opponent's king, move all the pieces off the board). The position of the opponent's king in Chess and the location of the home base in Backgammon are Goal Indicators, which guide players' actions during the game play.
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Goal Indicators is an Interface Pattern.
Narration Aspects
Consequences
Relations
Time Pressure Time Limits Cutscenes Uncertainty of Information
Modulates: Narration Structures
Can Instantiate
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Can Modulate
Can Be Instantiated By
Can Be Modulated By
Direct Information, Game State Overviews
Possible Closure Effects
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Potentially Conflicting With
History
An updated version of the pattern Goal 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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