Difference between revisions of "Near Miss Indicators"

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(Relations)
(Relations)
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== Relations ==
 
== Relations ==
[[Time Pressure]]
 
[[Tension]]
 
[[Luck]]
 
[[Replayability]]
 
[[Determinable Chance to Succeed]]
 
[[Stimulated Planning]]
 
[[Tactical Planning]]
 
[[Clues]]
 
[[Auto-Aim]]
 
[[Variable Accuracy]]
 
[[Save-Load Cycles]]
 
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
-
+
[[Clues]],
 +
[[Determinable Chance to Succeed]],
 +
[[Luck]],
 +
[[Replayability]],
 +
[[Tension]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
 
[[Anticipation]],  
 
[[Anticipation]],  
[[Outcome Indicators]]
+
[[Outcome Indicators]],
 +
[[Stimulated Planning]],
 +
[[Tactical Planning]],
 +
[[Variable Accuracy]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 
[[Game State Overviews]],  
 
[[Game State Overviews]],  
[[Imperfect Information]]
+
[[Imperfect Information]],
 +
[[Save-Load Cycles]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
-
+
[[Auto-Aim]]
  
 
== History ==
 
== History ==

Revision as of 11:38, 7 July 2016

Means of providing players with explicit information about how close they were to achieving a goal when they have failed to achieve it.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Can Instantiate

Clues, Determinable Chance to Succeed, Luck, Replayability, Tension

Can Modulate

Anticipation, Outcome Indicators, Stimulated Planning, Tactical Planning, Variable Accuracy

Can Be Instantiated By

Progress Indicators

Can Be Modulated By

Game State Overviews, Imperfect Information, Save-Load Cycles

Possible Closure Effects

-

Potentially Conflicting With

Auto-Aim

History

An updated version of the pattern Near Miss 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

-