Progress Indicators

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The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Instantiates: Near Miss Indicators, Perceived Chance to Succeed, Hovering Closures

Modulates: Extended Actions, Time Limits, Rhythm-Based Actions, Quick Games, Race, Tension, Delayed Effects, Dexterity-Based Actions, Combos

Instantiated by: Connection, Illusionary Rewards, Traverse, Alignment, Movement, Score, Supporting Goals

Modulated by: Direct Information, Game State Overview

Potentially conflicting with: Uncertainty of Information, Memorizing

Rhythm-Based Actions Time Pressure Unwinnable Games Left 4 Dead series Time Limits Achievements Extended Actions Tension Exaggerated Perception of Influence Determinable Chance to Succeed Combos Game State Indicators Alignment Grind Achievements Goal Achievements Game Worlds Development Time Delayed Effects Memorizing Movement Traverse Dexterity-Based Actions Increasing Rewards Non-Diegetic Features Scores Uncertainty of Information Illusionary Rewards Near Miss Indicators Hovering Closures

Can Instantiate

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with ...

Can Modulate

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Can Be Instantiated By

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Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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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

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

Acknowledgements

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