Progress Indicators: Difference between revisions
| Line 31: | Line 31: | ||
[[Left 4 Dead series]] | [[Left 4 Dead series]] | ||
Modulates: Quick Games, | Modulates: [[Quick Games]], | ||
Instantiated by: Connection, Supporting Goals | Instantiated by: Connection, Supporting Goals | ||
Modulated by: Direct Information, Game State Overviews | Modulated by: Direct Information, Game State Overviews | ||
=== Can Instantiate === | === Can Instantiate === | ||
| Line 55: | Line 48: | ||
[[Near Miss Indicators]], | [[Near Miss Indicators]], | ||
[[Non-Diegetic Features]], | [[Non-Diegetic Features]], | ||
[[Races]], | |||
[[Scores]], | [[Scores]], | ||
[[Tension]], | [[Tension]], | ||
| Line 63: | Line 57: | ||
=== Can Modulate === | === Can Modulate === | ||
[[Combos]], | |||
[[Delayed Effects]], | |||
[[Development Time]], | |||
[[Extended Actions]], | [[Extended Actions]], | ||
[[Grind Achievements]], | |||
[[Races]], | |||
[[Rhythm-Based Actions]], | [[Rhythm-Based Actions]], | ||
[[Time Limits]], | [[Time Limits]], | ||
| Line 80: | Line 79: | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
[[Uncertainty of Information]] | |||
== History == | == History == | ||
Revision as of 17:17, 8 July 2016
Information about players' current progress towards closures in addition to the configuration of game elements involved.
This pattern is a still a stub.
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Modulates: Quick Games,
Instantiated by: Connection, Supporting Goals
Modulated by: Direct Information, Game State Overviews
Can Instantiate
Alignment, Determinable Chance to Succeed, Exaggerated Perception of Influence, Game State Indicators Hovering Closures Increasing Rewards, Illusionary Rewards, Near Miss Indicators, Non-Diegetic Features, Races, Scores, Tension, Traverse
with Combos or Development Time
Can Modulate
Combos, Delayed Effects, Development Time, Extended Actions, Grind Achievements, Races, Rhythm-Based Actions, Time Limits, Time Pressure, Unwinnable Games
Can Be Instantiated By
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
History
An updated version of the pattern Progress 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>
Acknowledgements
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