Game State Indicators: Difference between revisions
From gdp3
Jump to navigationJump to search
No edit summary |
No edit summary |
||
| Line 4: | Line 4: | ||
[[Category:Needs references]] | [[Category:Needs references]] | ||
[[Category:Needs examples]] | [[Category:Needs examples]] | ||
[[Category:Interface Patterns]] | |||
[[Category:Stub]] | [[Category:Stub]] | ||
''Players are given information about a certain part of the game state or other players through other means than observing a game element.'' | ''Players are given information about a certain part of the game state or other players through other means than observing a game element.'' | ||
Revision as of 14:15, 2 May 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>