Gameplay Statistics
Records of game state values or events that can be accessed during or after gameplay.
This pattern is a still a stub.
Contents
Examples
Using the pattern
An obvious choice that needs to be done when using Gameplay Statistics is what information or events to record. Players' Scores to provide High Score Lists is a well-known example present already in the first arcade version of Pac-Man and Space Invaders. Speed Runs is another, which is the keeping track of how long time it takes to complete levels or races in a game, and can be found in the Need for Speed series and well as in Portal. Having become popular when the advent of online connectivity, Achievements can be used to translate almost any type of statistic or event into something recorded outside the game instance and available irregardless of game sessions.
Time Pressure (← links)
Dedicated Game Facilitators (← links)
Assassin's Creed series
From Battlefield 2, gameplay on official servers of the Battlefield series has kept track of player statistics, including ranks. These statistics are used to allow players to compare themselves to others and to determine when they receive ribbons, badges, and medals. Advancements in ranks allow players to unlock weapons that can replace the original outfits of the various playable classes.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Achievements High Score Lists Speed Runs
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.