Clues

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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.

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

Alternative Reality

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

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

Acknowledgements

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