Near Miss Indicators: Difference between revisions
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[[Variable Accuracy]] | [[Variable Accuracy]] | ||
[[Save-Load Cycles]] | [[Save-Load Cycles]] | ||
=== Can Instantiate === | === Can Instantiate === | ||
- | - | ||
=== Can Modulate === | === Can Modulate === | ||
[[Anticipation]], | |||
[[Outcome Indicators]] | |||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Progress Indicators]] | |||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
[[Game State Overviews]], | |||
[[Imperfect Information]] | |||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
Revision as of 11:33, 7 July 2016
Means of providing players with explicit information about how close they were to achieving a goal when they have failed to achieve it.
This pattern is a still a stub.
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Time Pressure Tension Luck Replayability Determinable Chance to Succeed Stimulated Planning Tactical Planning Clues Auto-Aim Variable Accuracy Save-Load Cycles
Can Instantiate
-
Can Modulate
Anticipation, Outcome Indicators
Can Be Instantiated By
Can Be Modulated By
Game State Overviews, Imperfect Information
Possible Closure Effects
-
Potentially Conflicting With
-
History
An updated version of the pattern Near Miss 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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