Game State Indicators

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

This pattern is a still a stub.

Examples

The HUD displays[1] used in first-person shooters like the Doom, Quake, and Half-Life series display the health and ammunition status of players. Although the Half-Life series diegetically motivates this as part of the technology of a protective suit it is not affected by any events in the game world and is thereby equal to being outside the game world.

Racing games such as the Mario Kart series and the Need for Speed series also makes use of HUD-like displays to show the speed and position of the vehicles in ongoing races.


Minimaps

Using the pattern

Time Pressure Drop-In/Drop-Out Time Limits Dedicated Game Facilitators Exaggerated Perception of Influence Capture

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[2].

References

  1. Wikipedia entry for HUD uses in computer and console games.
  2. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.