Near Miss Indicators
From gdp3
Means of providing players with explicit information about how close they were to achieving a goal when they have failed to achieve it.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Time Pressure Tension Luck Replayability Determinable Chance to Succeed Stimulated Planning Tactical Planning Clues Auto-Aim Variable Accuracy Save-Load Cycles
Can Instantiate
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Can Modulate
Anticipation, Outcome Indicators
Can Be Instantiated By
Can Be Modulated By
Game State Overviews, Imperfect Information
Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Near Miss 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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