Difference between revisions of "Game State Overviews"

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[[Game Worlds]]
 
 
 
 
[[Game World Navigation]]
 
[[Game World Navigation]]
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[[Near Miss Indicators]]
 
[[Races]]
 
[[Races]]
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[[Split-Screen Views]]
 
[[Traverse]]
 
[[Traverse]]
[[Split-Screen Views]]
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[[Races]]
 
[[Auxiliary Game Screens]]
 
[[Auxiliary Game Screens]]
 
[[Picture-in-Picture Views]]
 
[[Picture-in-Picture Views]]
 
[[Speedending]]
 
[[Speedending]]
[[Near Miss Indicators]]
 
 
[[Outcome Indicators]]
 
[[Outcome Indicators]]
 
[[Progress Indicators]]
 
[[Progress Indicators]]
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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[[Game World Navigation]],
 
[[Memorizing]]
 
[[Memorizing]]
  

Revision as of 10:23, 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.

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

cbmb Alarms Turn Taking

cbib

ci Stimulated Planning

with Game Worlds

Alignment

with Multiplayer Games and Turn-Based Games

Analysis Paralysis

--- Game World Navigation Near Miss Indicators Races Split-Screen Views Traverse

Races Auxiliary Game Screens Picture-in-Picture Views Speedending Outcome Indicators Progress Indicators

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


Can Instantiate

Strategic Knowledge

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

Balancing Effects

Can Modulate

Camping, Collaborative Actions, Game World Exploration, Memorizing, Movement, Multiplayer Games, Levels, Sniper Locations, Tactical Planning, Units

Can Be Instantiated By

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

Bookkeeping Tokens together with Public Information

Game Worlds with God Views or Third-Person Views

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Game World Navigation, Memorizing

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

-