Difference between revisions of "Game State Indicators"

From gdp3
Jump to: navigation, search
Line 4: Line 4:
 
[[Category:Needs references]]
 
[[Category:Needs references]]
 
[[Category:Needs examples]]
 
[[Category:Needs examples]]
 +
[[Category:Staffan's current workpage]]
 
[[Category:Interface Patterns]]
 
[[Category:Interface Patterns]]
 
[[Category:Stub]]
 
[[Category:Stub]]

Revision as of 17:43, 12 January 2011

Players are given information about a certain part of the game state or other players through other means than observing a game element.

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

A renamed version of the pattern Status 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.