Progress Indicators: Difference between revisions
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'' | ''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 | ||
[[Combos]] | [[Combos]] | ||
[[Grind Achievements]] | [[Grind Achievements]] | ||
[[Development Time]] | [[Development Time]] | ||
[[Delayed Effects]] | [[Delayed Effects]] | ||
[[Uncertainty of Information]] | [[Uncertainty of Information]] | ||
[[ | |||
[[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]] | |||
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
Modulates: Quick Games, Race
Instantiated by: Connection, Supporting Goals
Modulated by: Direct Information, Game State Overviews
Grind Achievements Development Time Delayed Effects
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
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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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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