Difference between revisions of "Near Miss Indicators"

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(Consequences)
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== Consequences ==
 
== Consequences ==
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 +
[[Near Miss Indicators]] can have many effects on gameplay. First off, they can increase [[Tension]] since they can make players aware of that they were under attack
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 +
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Clues]],  
 
[[Clues]],  
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[[Luck]],  
 
[[Luck]],  
 
[[Replayability]],  
 
[[Replayability]],  
[[Tension]]
 
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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[[Tactical Planning]],  
 
[[Tactical Planning]],  
 
[[Variable Accuracy]]
 
[[Variable Accuracy]]
 
  
 
== Relations ==
 
== Relations ==

Revision as of 12:46, 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

Can Be Instantiated By

Progress Indicators

Can Be Modulated By

Game State Overviews, Imperfect Information, Save-Load Cycles

Potentially Conflicting With

Auto-Aim

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Near Miss Indicators can have many effects on gameplay. First off, they can increase Tension since they can make players aware of that they were under attack


Can Instantiate

Clues, Determinable Chance to Succeed, Luck, Replayability,

Can Modulate

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

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

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