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 Can Instantiate
- 4.2 Can Modulate
- 4.3 Can Be Instantiated By
- 4.4 Can Be Modulated By
- 4.5 Possible Closure Effects
- 4.6 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 either Player Decided Results or Player-Decided Distributions
with Multiplayer Games and Turn-Based Games
Attention Swapping, Camping, Collaborative Actions, Game World Exploration, Game World Navigation, Identification, Memorizing, Movement, Multiplayer Games, Near Miss Indicators, Negotiation, Levels, Perceivable Margins, Player Defined Goals, Preventing Goals, Public Information, Puzzle Solving, Races, Reconnaissance, 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, Narration Structures, Picture-in-Picture Views, Privileged Movement, Score Tracks, Scores, Third-Person Views
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.