Clues
Game elements or information in the game environment that give the players information about how the goals of the game can be reached.
This pattern is a still a stub.
Contents
Examples
In the board game Mansion of Madness, game masters place a sequence of cards representing Clues that help players finding out how to win the scenarios they are playing.
Using the pattern
Diegetic Aspects
Clues do not have to be diegetic since they relate to reaching gameplay goals, but making them fit with a game's Diegetic Consistency lets players use the facts about its Alternative Reality to better understand the Clues.
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Challenging Gameplay Levels Characters Enemies Diegetically Outstanding Features Detective Structure Information Passing Game Worlds Mini-maps Environmental Storytelling Geospatial Game Widgets Props Landmarks Traps Traces
with ...
Can Modulate
with Diegetic Consistency
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
An updated version of the pattern Clues 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
-