Game State Indicators: Difference between revisions
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== History == | == History == | ||
A renamed version of the pattern ''Status Indicators'' that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>. | A renamed version of the pattern ''Status Indicators'' that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>. | ||
== References == | == References == | ||
Revision as of 17:42, 11 April 2010
Players are given information about a certain part of the game state or other players through other means than observing a game element.
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Potentially Conflicting With
History
A renamed version of the pattern Status Indicators that was part of the original collection in the book Patterns in Game Design<ref name="Bjork & Holopainen 2004"/>.
References
<references> <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> </references>