Game State Overviews
Information provided to players that extends beyond the observational abilities provided by simply observing game elements.
This pattern is a still a stub.
- 1 Examples
- 2 Using the pattern
- 3 Consequences
- 4 Relations
- 4.1 with Game Worlds
- 4.2 with Multiplayer Games and Turn-Based Games
- 4.3 Can Instantiate
- 4.4 Can Modulate
- 4.5 Can Be Instantiated By
- 4.6 Can Be Modulated By
- 4.7 Possible Closure Effects
- 4.8 Potentially Conflicting With
- 5 History
- 6 References
- 7 Acknowledgements
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
Game State Overviews is an Interface Pattern.
with Game Worlds
with Multiplayer Games and Turn-Based Games
Instantiates: Cognitive Engrossment, Disruption of Focused Attention
Modulates: Attention Swapping, Perceivable Margins, Reconnaissance, Puzzle Solving, Negotiation, Player Defined Goals, Preventing Goals, Public Information, Identification, Narrative Structures
Instantiated by: Disruption of Focused Attention, Score
Modulated by: Spectators, Status Indicators, Fog of War, Perfect Information, Area Control, Extra-Game Actions
Potentially conflicting with: Attention Swapping, Surprises, Limited Foresight, Leaps of Faith, Reconnaissance
with Multiplayer Games and either Player Decided Results or Player-Decided Distributions
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
An updated version of the pattern Game State Overview that was part of the original collection in the book Patterns in Game Design.
- Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.