Outcome Indicators: Difference between revisions
From gdp3
Jump to navigationJump to search
Created page with "Category:Patterns Category:Needs work Category:Needs revision Category:Needs examples Category:Needs references Category:Stub Category:To be Publishe..." |
No edit summary |
||
| Line 7: | Line 7: | ||
[[Category:To be Published]] | [[Category:To be Published]] | ||
[[Category:Staffan's current workpage]] | [[Category:Staffan's current workpage]] | ||
'' | ''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. | This pattern is a still a stub. | ||
Revision as of 11:28, 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
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Predictable Consequences Uncertainty of Information Rewards Near Miss Indicators
Modulates: Public Information
Modulated by: Direct Information, Perfect Information, Game State Overview
Can Instantiate
-
with ...
Can Modulate
-
Can Be Instantiated By
-
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
History
An updated version of the pattern Closure Points 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>
Acknowledgements
-