Outcome Indicators: Difference between revisions

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== Relations ==
== Relations ==
=== Can Instantiate ===
[[Predictable Consequences]]
[[Predictable Consequences]]
[[Uncertainty of Information]]
[[Rewards]]
[[Near Miss Indicators]]
=== Can Instantiate ===
-


=== Can Modulate ===
=== Can Modulate ===
[[Public Information]]
[[Public Information]],
[[Rewards]]


=== Can Be Instantiated By ===
=== Can Be Instantiated By ===
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[[Direct Information]],  
[[Direct Information]],  
[[Game State Overviews]],  
[[Game State Overviews]],  
[[Near Miss Indicators]],
[[Uncertainty of Information]],
[[Perfect Information]]
[[Perfect Information]]


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=== 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

Predictable Consequences

Can Modulate

Public Information, Rewards

Can Be Instantiated By

-

Can Be Modulated By

Direct Information, Game State Overviews, Near Miss Indicators, Uncertainty of Information, Perfect Information

Possible Closure Effects

-

Potentially Conflicting With

Uncertainty of Information

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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