Difference between revisions of "Outcome Indicators"

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(Using the pattern)
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[[Category:Patterns]]
 
[[Category:Patterns]]
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[[Category:Interface Patterns]]
 
[[Category:Needs work]]
 
[[Category:Needs work]]
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]
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=== Interface Aspects ===
 
=== Interface Aspects ===
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[[Outcome Indicators]] is a [[:Category:Interface Patterns|Interface Pattern]].
  
 
=== Narration Aspects ===
 
=== Narration Aspects ===

Revision as of 13:01, 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 instantiated by Near Miss Indicators,

Can Be Modulated By

Direct Information, Game State Overviews, Uncertainty of Information, Perfect Information

Potentially Conflicting With

Uncertainty of Information

Diegetic Aspects

Interface Aspects

Outcome Indicators is a Interface Pattern.

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

Near Miss Indicators

Can Be Modulated By

Direct Information, Game State Overviews, 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

-