Outcome Indicators: Difference between revisions
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| Line 27: | Line 27: | ||
== Relations == | == Relations == | ||
=== Can Instantiate === | |||
[[Predictable Consequences]] | [[Predictable Consequences]] | ||
=== Can Modulate === | === Can Modulate === | ||
[[Public Information]] | [[Public Information]], | ||
[[Rewards]] | |||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
| Line 44: | Line 40: | ||
[[Direct Information]], | [[Direct Information]], | ||
[[Game State Overviews]], | [[Game State Overviews]], | ||
[[Near Miss Indicators]], | |||
[[Uncertainty of Information]], | |||
[[Perfect Information]] | [[Perfect Information]] | ||
| Line 50: | Line 48: | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
[[Uncertainty of Information]] | |||
== History == | == History == | ||
Revision as of 11:31, 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
Can Instantiate
Can Modulate
Can Be Instantiated By
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Can Be Modulated By
Direct Information, Game State Overviews, Near Miss Indicators, Uncertainty of Information, Perfect Information
Possible Closure Effects
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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
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