Difference between revisions of "Outcome Indicators"

From gdp3
Jump to: navigation, search
(Relations)
Line 17: Line 17:
  
 
== Using the pattern ==
 
== Using the pattern ==
 +
=== Can Be Modulated By ===
 +
[[Direct Information]],
 +
[[Game State Overviews]],
 +
[[Near Miss Indicators]],
 +
[[Uncertainty of Information]],
 +
[[Perfect Information]]
 +
 +
=== Potentially Conflicting With ===
 +
[[Uncertainty of Information]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
Line 25: Line 34:
  
 
== Consequences ==
 
== Consequences ==
 +
=== Can Instantiate ===
 +
[[Predictable Consequences]]
 +
 +
=== Can Modulate ===
 +
[[Public Information]],
 +
[[Rewards]]
  
 
== Relations ==
 
== Relations ==

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

Can Be Modulated By

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

Potentially Conflicting With

Uncertainty of Information

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Can Instantiate

Predictable Consequences

Can Modulate

Public Information, Rewards

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

-