Difference between revisions of "Game State Overviews"

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Modulated by: [[Spectators]], [[Fog of War]], [[Perfect Information]], [[Area Control]], [[Extra-Game Actions]]
Modulated by: [[Spectators]], [[Fog of War]], [[Perfect Information]], [[Area Control]], [[Extra-Game Actions]]
Potentially conflicting with: [[Attention Swapping]], [[Surprises]], [[Limited Foresight]], [[Leaps of Faith]], [[Reconnaissance]]
=== Can Instantiate ===
=== Can Instantiate ===
Line 101: Line 99:
=== Potentially Conflicting With ===
=== Potentially Conflicting With ===
[[Attention Swapping]],
[[Game World Navigation]],  
[[Game World Navigation]],  
[[Leaps of Faith]],
[[Limited Foresight]],
== History ==
== History ==

Revision as of 10:36, 16 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.


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.



Using the pattern

Diegetic Aspects

Interface Aspects

Game State Overviews is an Interface Pattern.

Narration Aspects



Modulates: Attention Swapping, Perceivable Margins, Reconnaissance, Puzzle Solving, Negotiation, Player Defined Goals, Preventing Goals, Public Information, Identification, Narration Structures

Modulated by: Spectators, Fog of War, Perfect Information, Area Control, Extra-Game Actions

Can Instantiate

Cognitive Engrossment, Disruption of Focused Attention, Progress Indicators, Speedending, Stimulated Planning, Strategic Knowledge, Races

with Game Worlds


with Multiplayer Games and either Player Decided Results or Player-Decided Distributions

Balancing Effects

with Multiplayer Games and Turn-Based Games

Analysis Paralysis

Can Modulate

Camping, Collaborative Actions, Game World Exploration, Game World Navigation, Memorizing, Movement, Multiplayer Games, Near Miss Indicators, Levels, Races, Sniper Locations, Split-Screen Views, Tactical Planning, Traverse, Units

Can Be Instantiated By

Auxiliary Game Screens, Cameras, Cutscenes, Dedicated Game Facilitators, Game State Indicators, Goal Indicators, God Views, Mini-maps, Picture-in-Picture Views, Privileged Movement, Score Tracks, Scores, Third-Person Views

Bookkeeping Tokens together with Public Information

Game Worlds with God Views or Third-Person Views

Can Be Modulated By

Alarms, Outcome Indicators, Turn Taking

Possible Closure Effects


Potentially Conflicting With

Attention Swapping, Game World Navigation, Leaps of Faith, Limited Foresight, Memorizing, Reconnaissance, Surprises


An updated version of the pattern Game State Overview that was part of the original collection in the book Patterns in Game Design[1].


  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.