Difference between revisions of "Vision Modes"

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== Relations ==
 
== Relations ==
[[Privileged Abilities]]
+
=== Can Instantiate ===
 +
[[Diegetically Outstanding Features]],
 
[[Secrets]]
 
[[Secrets]]
 
 
=== Can Instantiate ===
 
[[Diegetically Outstanding Features]]
 
  
 
==== with [[First-Person Views]] ====
 
==== with [[First-Person Views]] ====
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=== Can Modulate ===
 
=== Can Modulate ===
 +
[[First-Person Views]],
 
[[Line of Sight]],  
 
[[Line of Sight]],  
 
[[Third-Person Views]]
 
[[Third-Person Views]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
[[Privileged Abilities]],
 +
[[Tools]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
-
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
 +
-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 +
-
  
 
== History ==
 
== History ==

Revision as of 13:36, 8 August 2011

...

This pattern is a still a stub.

See Linderoth (2010)[1] for a discussion on how Vision Modes affect how players learn to play games.

Examples

Alien vs Predator series

Assassin's Creed 2

Batman: Arkham Asylum

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Diegetically Outstanding Features, Secrets

with First-Person Views

Characters, Player/Character Skill Composites

Can Modulate

First-Person Views, Line of Sight, Third-Person Views

Can Be Instantiated By

Privileged Abilities, Tools

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki. However, it was first reported as a design feature in games by Linderoth (2010)[1].

References

  1. 1.0 1.1 Linderoth, J. (2010). Why gamers donʼt learn more - An ecological approach to games as learning environment, in Nordic DiGRA 2010.

Acknowledgements

-