Goal Indicators

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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

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Using the pattern

Diegetic Aspects

Interface Aspects

Goal Indicators is an Interface Pattern.

Narration Aspects

Consequences

Relations

Time Pressure Time Limits Cutscenes Uncertainty of Information

Modulates: Time Limits, Public Information, Narrative Structures

Instantiated by: Goal Points

Modulated by: Direct Information, Game State Overview, Cut Scenes

Potentially conflicting with: Uncertainty of Information, Player Defined Goals

Can Instantiate

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Can Modulate

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Can Be Instantiated By

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Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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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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