Difference between revisions of "Diegetically Outstanding Features"

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=== Examples ===
 
=== Examples ===
 +
 +
The rivers in the [[Civilization series]] indicate that cities that are located near them will have better production rates.
  
 
== Using the pattern ==
 
== Using the pattern ==
[[Detective Structure]]
+
Alarms (← links)
 +
Dedicated Game Facilitators (← links)
 +
Units (← links)
 +
Assassin's Creed series (← links)
 +
Non-Player Characters (← links)
 +
Characters (← links)
 +
Game State Indicators (← links)
 +
Enemies (← links)
 +
Freedom of Choice (← links)
 +
Multiplayer Games (← links)
 +
Detective Structure (← links)
 +
Gossip (← links)
 +
Single-Player Games (← links)
 +
Renamed Patterns (← links)
 +
Game Masters (← links)
 +
Safe Havens (← links)
 +
MacGuffins (← links)
 +
Big Dumb Objects (← links)
 +
Environmental Effects
 +
[[Environmental Storytelling]]
  
 
[[Identification]]
 
[[Identification]]
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Relate to affordance
 
Relate to affordance
  
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 +
For players to be able to position themselves in Game Worlds, there needs to be distinguishing features, those that more strongly attract players' attention to Outstanding Features and can make players aware of where game elements exist or how to navigate the Game World.
 +
 +
 +
Outstanding Features can be achieved in many forms, from the barely noticeable to that of explicit Extra-Game Information describing to the players the game effects of game elements. When not using explicit Outstanding Features, the two main design choices can be categorized into first whether the feature should lure or dissuade, and second if the feature should be understandable before any consequences of nearby game elements are noticeable, or after those game elements (e. g., Deadly Traps) have taken effect. The former may make Surprises more difficult, while the second allows for Strategic Knowledge if the same Outstanding Features are used again in the game. Traces and Clues that cannot be manipulated are other examples of Outstanding Features.
 +
 +
The actual design of Outstanding Features can range from simple variations in the appearance of the Game World to Obstacles that give players' Movement Limitations due to their placement. An easy way to create Outstanding Features is to introduce local Symmetry in an otherwise unsymmetrical environment. If the Outstanding Features have dynamic appearance or can change between different appearances, they can be used as Status Indicators, for example, to show the status of Alarms.
 +
 +
Another typical use of [[Diegetically Outstanding Features]] is to provide information where game elements, such as [[Chargers]], [[Resource Locations]], and [[Resource Generators]] are located within [[Game Worlds]]. [[Strategic Locations]] that do not depend on physical game elements are usually also marked by [[Diegetically Outstanding Features]] in the immediate environment, e.g. [[Goal Points]] in [[Races]]. In a similar fashion, [[Diegetically Outstanding Features]] can be used to let players know or guess the presence of [[Traps]] but might then limit the chances of [[Surprises]] working.
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
 +
[[Diegetically Outstanding Features]] is a diegetic pattern.
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
 +
The main use of [[Diegetically Outstanding Features]] is to make it easier to players to identify interesting parts of [[Game Worlds]], and this is related to interface as it gives information to them. However, this can have the adverse effect if it is overused since they may then instead begin to suffer from information overload.
  
 
=== Narrative Aspects ===
 
=== Narrative Aspects ===
  
 
== Consequences ==
 
== Consequences ==
 +
[[Diegetically Outstanding Features]] give players landmarks to support [[Game World Navigation]] in [[Game Worlds]] or [[Levels]], thereby making [[Exploration]] (and possibly [[Traverse]]) goals easier to complete.
 +
 +
When marking [[Chargers]], [[Resource Locations]], [[Resource Generators]], and [[Traps]], [[Diegetically Outstanding Features]] work as [[Clues]] and noticing them is usually [[Illusionary Rewards]], since they may not necessarily aid the players.
  
 
== Relations ==
 
== Relations ==
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
+
[[Clues]],
==== with ... ====
+
[[Illusionary Rewards]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
 +
[[Chargers]],
 +
[[Exploration]],
 +
[[Game World Navigation]],
 +
[[Game Worlds]],
 +
[[Goal Points]],
 +
[[Levels]],
 +
[[Resource Generators]],
 +
[[Resource Locations]],
 +
[[Strategic Locations]],
 +
[[Traps]],
 +
[[Traverse]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 +
[[Surprises]]
  
 
== History ==
 
== History ==
 
An updated version of the pattern ''Outstanding Features'' that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>.
 
An updated version of the pattern ''Outstanding Features'' that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>.
 
''or''
 
 
New pattern created in this wiki.
 
  
 
== References ==
 
== References ==

Revision as of 18:21, 28 March 2011

Parts of a Game World that by their shape, color, or texture convey to players specific information or interaction possibilities.

This pattern is a still a stub.

Examples

The rivers in the Civilization series indicate that cities that are located near them will have better production rates.

Using the pattern

Alarms (← links) Dedicated Game Facilitators (← links) Units (← links) Assassin's Creed series (← links) Non-Player Characters (← links) Characters (← links) Game State Indicators (← links) Enemies (← links) Freedom of Choice (← links) Multiplayer Games (← links) Detective Structure (← links) Gossip (← links) Single-Player Games (← links) Renamed Patterns (← links) Game Masters (← links) Safe Havens (← links) MacGuffins (← links) Big Dumb Objects (← links) Environmental Effects Environmental Storytelling

Identification

Traps

Clues

Relate to affordance


For players to be able to position themselves in Game Worlds, there needs to be distinguishing features, those that more strongly attract players' attention to Outstanding Features and can make players aware of where game elements exist or how to navigate the Game World.


Outstanding Features can be achieved in many forms, from the barely noticeable to that of explicit Extra-Game Information describing to the players the game effects of game elements. When not using explicit Outstanding Features, the two main design choices can be categorized into first whether the feature should lure or dissuade, and second if the feature should be understandable before any consequences of nearby game elements are noticeable, or after those game elements (e. g., Deadly Traps) have taken effect. The former may make Surprises more difficult, while the second allows for Strategic Knowledge if the same Outstanding Features are used again in the game. Traces and Clues that cannot be manipulated are other examples of Outstanding Features.

The actual design of Outstanding Features can range from simple variations in the appearance of the Game World to Obstacles that give players' Movement Limitations due to their placement. An easy way to create Outstanding Features is to introduce local Symmetry in an otherwise unsymmetrical environment. If the Outstanding Features have dynamic appearance or can change between different appearances, they can be used as Status Indicators, for example, to show the status of Alarms.

Another typical use of Diegetically Outstanding Features is to provide information where game elements, such as Chargers, Resource Locations, and Resource Generators are located within Game Worlds. Strategic Locations that do not depend on physical game elements are usually also marked by Diegetically Outstanding Features in the immediate environment, e.g. Goal Points in Races. In a similar fashion, Diegetically Outstanding Features can be used to let players know or guess the presence of Traps but might then limit the chances of Surprises working.

Diegetic Aspects

Diegetically Outstanding Features is a diegetic pattern.

Interface Aspects

The main use of Diegetically Outstanding Features is to make it easier to players to identify interesting parts of Game Worlds, and this is related to interface as it gives information to them. However, this can have the adverse effect if it is overused since they may then instead begin to suffer from information overload.

Narrative Aspects

Consequences

Diegetically Outstanding Features give players landmarks to support Game World Navigation in Game Worlds or Levels, thereby making Exploration (and possibly Traverse) goals easier to complete.

When marking Chargers, Resource Locations, Resource Generators, and Traps, Diegetically Outstanding Features work as Clues and noticing them is usually Illusionary Rewards, since they may not necessarily aid the players.

Relations

Can Instantiate

Clues, Illusionary Rewards

Can Modulate

Chargers, Exploration, Game World Navigation, Game Worlds, Goal Points, Levels, Resource Generators, Resource Locations, Strategic Locations, Traps, Traverse

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

Surprises

History

An updated version of the pattern Outstanding Features 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.