Difference between revisions of "Goal Indicators"

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== Relations ==
 
== Relations ==
 
Modulates: [[Narration Structures]]
 
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 
[[Check Points]],  
 
[[Check Points]],  
[[Cutscenes]]
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[[Closure Points]],
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[[Cutscenes]],
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[[Narration Structures]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 09:03, 13 July 2016

Information presented to players about there current goals in a game.

This pattern is a still a stub.

Examples

Example: in Grand Theft Auto 3 the subgoals in the game are indicated with floating arrows which point out where the goal objects are located. These goals are always connected to a specific game element, for example, to go to a specific place, kill a certain character and so on. The nature of these goals is usually revealed to the player in cut scenes, which are also used to carry the story forward in the game. Players can also check their current goals from a specific goal list.

Example: Chess, Backgammon and other classical board games state the goals of players directly in the rules (check-mate the opponent's king, move all the pieces off the board). The position of the opponent's king in Chess and the location of the home base in Backgammon are Goal Indicators, which guide players' actions during the game play.


Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Goal Indicators is an Interface Pattern.

Narration Aspects

Consequences

Relations

Can Instantiate

-

Can Modulate

Public Information, Time Pressure, Time Limits

Can Be Instantiated By

Check Points, Closure Points, Cutscenes, Narration Structures

Can Be Modulated By

Direct Information, Game State Overviews

Possible Closure Effects

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Potentially Conflicting With

Player Defined Goals, Uncertainty of Information

History

An updated version of the pattern Goal Indicators 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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