Difference between revisions of "Outcome Indicators"

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(Relations)
(Relations)
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== Relations ==
 
== Relations ==
 +
=== Can Instantiate ===
 
[[Predictable Consequences]]
 
[[Predictable Consequences]]
[[Uncertainty of Information]]
 
[[Rewards]]
 
[[Near Miss Indicators]]
 
 
=== Can Instantiate ===
 
-
 
  
 
=== Can Modulate ===
 
=== Can Modulate ===
[[Public Information]]
+
[[Public Information]],
 +
[[Rewards]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Direct Information]],  
 
[[Direct Information]],  
 
[[Game State Overviews]],  
 
[[Game State Overviews]],  
 +
[[Near Miss Indicators]],
 +
[[Uncertainty of Information]],
 
[[Perfect Information]]
 
[[Perfect Information]]
  
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
-
+
[[Uncertainty of Information]]
  
 
== History ==
 
== History ==

Revision as of 11:31, 7 July 2016

Means of providing players with information about an outcome of an action in addition to the diegetic effect of the action.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Can Instantiate

Predictable Consequences

Can Modulate

Public Information, Rewards

Can Be Instantiated By

-

Can Be Modulated By

Direct Information, Game State Overviews, Near Miss Indicators, Uncertainty of Information, Perfect Information

Possible Closure Effects

-

Potentially Conflicting With

Uncertainty of Information

History

An updated version of the pattern Closure Points 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

-