Progress Indicators: Difference between revisions

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[[Category:To be Published]]
[[Category:To be Published]]
[[Category:Staffan's current workpage]]
[[Category:Staffan's current workpage]]
''The one-sentence "definition" that should be in italics.''
''Information about players' current progress towards closures in addition to the configuration of game elements involved.''


This pattern is a still a stub.
This pattern is a still a stub.
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Modulated by: Direct Information, Game State Overviews
Modulated by: Direct Information, Game State Overviews


[[Achievements]]
[[Tension]]
[[Exaggerated Perception of Influence]]
[[Determinable Chance to Succeed]]
[[Combos]]
[[Combos]]
[[Game State Indicators]]
 
[[Alignment]]
[[Grind Achievements]]
[[Grind Achievements]]
[[Goal Achievements]]
[[Game Worlds]]
[[Development Time]]
[[Development Time]]
[[Delayed Effects]]
[[Delayed Effects]]
[[Memorizing]]
 
[[Movement]]
[[Traverse]]
[[Dexterity-Based Actions]]
[[Increasing Rewards]]
[[Non-Diegetic Features]]
[[Scores]]
[[Uncertainty of Information]]
[[Uncertainty of Information]]
[[Illusionary Rewards]]
 
[[Near Miss Indicators]]
=== Can Instantiate ===
[[Determinable Chance to Succeed]],
[[Exaggerated Perception of Influence]],
[[Game State Indicators]]
[[Near Miss Indicators]],
[[Non-Diegetic Features]],
[[Tension]]
 
[[Alignment]],
[[Hovering Closures]]
[[Hovering Closures]]
[[Increasing Rewards]],
[[Illusionary Rewards]],
[[Scores]],
[[Traverse]]


=== Can Instantiate ===
Combos or Development Time together with Progress Indicators
-


==== with ... ====
==== with ... ====
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=== Can Be Instantiated By ===
=== Can Be Instantiated By ===
-
[[Achievements]],
[[Check Points]]


=== Can Be Modulated By ===
=== Can Be Modulated By ===

Revision as of 17:10, 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

Left 4 Dead series

Modulates: Quick Games, Race

Instantiated by: Connection, Supporting Goals

Modulated by: Direct Information, Game State Overviews

Combos

Grind Achievements Development Time Delayed Effects

Uncertainty of Information

Can Instantiate

Determinable Chance to Succeed, Exaggerated Perception of Influence, Game State Indicators Near Miss Indicators, Non-Diegetic Features, Tension

Alignment, Hovering Closures Increasing Rewards, Illusionary Rewards, Scores, Traverse

Combos or Development Time together with Progress Indicators

with ...

Can Modulate

Extended Actions, Rhythm-Based Actions, Time Limits, Time Pressure, Unwinnable Games

Can Be Instantiated By

Achievements, Check Points

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

-