Progress Indicators: Difference between revisions

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[[Left 4 Dead series]]
[[Left 4 Dead series]]


Modulates: Quick Games, Race
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
[[Combos]]
[[Grind Achievements]]
[[Development Time]]
[[Delayed Effects]]
[[Uncertainty of Information]]


=== Can Instantiate ===
=== Can Instantiate ===
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[[Near Miss Indicators]],  
[[Near Miss Indicators]],  
[[Non-Diegetic Features]],  
[[Non-Diegetic Features]],  
[[Races]],
[[Scores]],  
[[Scores]],  
[[Tension]],  
[[Tension]],  
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=== 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]],  
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=== 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

Left 4 Dead series

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

Hovering Closures

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

Achievements, Check Points

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Uncertainty of Information

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

-