Difference between revisions of "Game State Overviews"

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(Using the pattern)
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[[Category:To be Published]]
 
[[Category:To be Published]]
 
[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
''The one-sentence "definition" that should be in italics.''
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''Information provided to players that extends beyond the observational abilities provided by simply observing game elements.''
  
 
This pattern is a still a stub.
 
This pattern is a still a stub.
  
 
=== Examples ===
 
=== Examples ===
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Example: Most racing games, e. g., Mario Kart Double Dash!! and the Monkey Race party games in the Super Monkey Ball series, provide a small overhead map that shows the location of other players on the track.
  
 
==== Anti-Examples ====
 
==== Anti-Examples ====
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== Relations ==
 
== Relations ==
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[[Alarms]]
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[[Pattern Suggestion List]]
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[[Analysis Paralysis]]
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[[Randomness]]
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[[Dedicated Game Facilitators]]
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[[Units]]
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[[Turn Taking]]
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[[Private Game Spaces]]
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[[Levels]]
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[[Game State Indicators]]
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[[Stimulated Planning]]
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[[Tactical Planning]]
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[[Multiplayer Games]]
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[[Alignment]]
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[[First-Person Views]]
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[[Cutscenes]]
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[[Game Worlds]]
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[[Collaborative Actions]]
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[[Memorizing]]
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[[Mini-maps]]
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[[Balancing Effects]]
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[[Strategic Knowledge]]
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[[Movement]]
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[[Privileged Movement]]
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[[Sniper Locations]]
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[[Bookkeeping Tokens]]
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[[Score Tracks]]
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[[Spawning]]
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[[Camping]]
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[[Third-Person Views]]
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[[God Views]]
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[[Cameras]]
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[[Game World Exploration]]
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[[Game World Navigation]]
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[[Races]]
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[[Traverse]]
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[[Split-Screen Views]]
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[[Auxiliary Game Screens]]
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[[Picture-in-Picture Views]]
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[[Speedending]]
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[[Near Miss Indicators]]
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[[Outcome Indicators]]
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[[Progress Indicators]]
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Instantiates: Strategic Knowledge, Cognitive Immersion, Stimulated Planning, Analysis Paralysis, Disruption of Focused Attention
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Modulates: Attention Swapping, Game World Navigation, Perceivable Margins, Near Miss Indicators, Exploration, Units, Game World, Reconnaissance, Puzzle Solving, Balancing Effects, Goal Indicators, Negotiation, Player Defined Goals, Preventing Goals, Progress Indicators, Outcome Indicators, Public Information, Identification, Narrative Structures
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 +
Instantiated by: God Views, Book-Keeping Tokens, Turn Taking, Disruption of Focused Attention, Score, Cut Scenes
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Modulated by: Spectators, Status Indicators, Fog of War, First-Person Views, Third-Person Views, Perfect Information, Area Control, Extra-Game Actions, Alarms
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Potentially conflicting with: Attention Swapping, Surprises, Limited Foresight, Leaps of Faith, First-Person Views, Reconnaissance
 +
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===

Revision as of 08:55, 13 July 2016

Information provided to players that extends beyond the observational abilities provided by simply observing game elements.

This pattern is a still a stub.

Examples

Example: Most racing games, e. g., Mario Kart Double Dash!! and the Monkey Race party games in the Super Monkey Ball series, provide a small overhead map that shows the location of other players on the track.

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Game State Overviews is an Interface Pattern.

Narration Aspects

Consequences

Relations

Alarms Pattern Suggestion List Analysis Paralysis Randomness Dedicated Game Facilitators Units Turn Taking Private Game Spaces Levels Game State Indicators Stimulated Planning Tactical Planning Multiplayer Games Alignment First-Person Views Cutscenes Game Worlds Collaborative Actions Memorizing Mini-maps Balancing Effects Strategic Knowledge Movement Privileged Movement Sniper Locations Bookkeeping Tokens Score Tracks Spawning Camping Third-Person Views God Views Cameras Game World Exploration Game World Navigation Races Traverse Split-Screen Views Auxiliary Game Screens Picture-in-Picture Views Speedending Near Miss Indicators Outcome Indicators Progress Indicators


Instantiates: Strategic Knowledge, Cognitive Immersion, Stimulated Planning, Analysis Paralysis, Disruption of Focused Attention

Modulates: Attention Swapping, Game World Navigation, Perceivable Margins, Near Miss Indicators, Exploration, Units, Game World, Reconnaissance, Puzzle Solving, Balancing Effects, Goal Indicators, Negotiation, Player Defined Goals, Preventing Goals, Progress Indicators, Outcome Indicators, Public Information, Identification, Narrative Structures

Instantiated by: God Views, Book-Keeping Tokens, Turn Taking, Disruption of Focused Attention, Score, Cut Scenes

Modulated by: Spectators, Status Indicators, Fog of War, First-Person Views, Third-Person Views, Perfect Information, Area Control, Extra-Game Actions, Alarms

Potentially conflicting with: Attention Swapping, Surprises, Limited Foresight, Leaps of Faith, First-Person Views, Reconnaissance


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 Game State Overview 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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