Difference between revisions of "Outcome Indicators"

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(Consequences)
(Using the pattern)
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== Using the pattern ==
 
== Using the pattern ==
 +
 +
[[Outcome Indicators]]
  
 
can be instantiated by
 
can be instantiated by
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 
[[Uncertainty of Information]]
 
[[Uncertainty of Information]]
 
=== Diegetic Aspects ===
 
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
 
[[Outcome Indicators]] is a [[:Category:Interface Patterns|Interface Pattern]].
 
[[Outcome Indicators]] is a [[:Category:Interface Patterns|Interface Pattern]].
 
=== Narration Aspects ===
 
  
 
== Consequences ==
 
== Consequences ==

Revision as of 09:19, 9 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

Outcome Indicators

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

Interface Aspects

Outcome Indicators is a Interface Pattern.

Consequences

Outcome Indicators help players have Predictable Consequences. They can make clear Rewards for players as well as make information about outcomes into Public Information.

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

-