Loading Hints

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Gameplay hints presented during loading sequences.

Computer-based games can usually provide players with gameplay whenever players what and for how long the want. One exception to this is that they may have to load data when players enter new levels or worlds, and this forced waiting can be irritating in contrast to the gameplay. Loading Hints is one way of avoiding this by providing some information to players during the enforced pause, thereby adding some benefit to the interruption.

Examples

Civilization IV shows Loading Hints while new worlds are generated or when players load saved games.

Both the Elder Scrolls series and the Fallout series present Loading Hints when players fast travel between locations.

Using the pattern

Designing Loading Hints obviously requires that there are points during gameplay (or just before it starts) when players have to wait, i.e. when they have Downtime. However, the pattern can make sense to use in games that have countdowns or where there is a pause before some type of gameplay begins. This given, creating Loading Hints mainly consist of compiling Strategic Knowledge and selecting which to show as hints and possibly when during gameplay which hint should be shown.

The alternatives to using Loading Hints is either using Cutscenes, Minigames or other small interactive possibilities (see the GiantBomb page[1] for more examples), or simply letting players have to wait.

Interface Aspects

Loading Hints is an.

Narrative Aspects

Although

Consequences

Relations

Can Instantiate

Clues, Smooth Learning Curves

with Strategic Knowledge

Strategic Planning

Can Modulate

Downtime, Strategic Knowledge

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

  1. Page on the GiantBomb web site describing the Interactive Loading Screen concept.

Acknowledgements

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