Difference between revisions of "Picture-in-Picture Views"
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== Using the pattern == | == Using the pattern == | ||
+ | |||
+ | === Can Be Instantiated By === | ||
+ | [[Mini-maps]] | ||
+ | |||
+ | === Can Be Modulated By === | ||
+ | [[Cameras]] | ||
+ | |||
+ | === Can Modulate === | ||
+ | [[Killcams]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
+ | While it may seem that [[Picture-in-Picture Views]] might challenge the [[Diegetic Consistency]] of a game, this can easily be avoided by introducing diegetic elements that can provide images from afar. | ||
=== Interface Aspects === | === Interface Aspects === | ||
[[Picture-in-Picture Views]] is an [[:Category:Interface Patterns|Interface Pattern]]. Alternatives to it include [[Auxiliary Game Screens]] and [[Split-Screen Views]]. | [[Picture-in-Picture Views]] is an [[:Category:Interface Patterns|Interface Pattern]]. Alternatives to it include [[Auxiliary Game Screens]] and [[Split-Screen Views]]. | ||
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== Consequences == | == Consequences == | ||
+ | === Can Instantiate === | ||
+ | [[Game State Indicators]], | ||
+ | [[Game State Overviews]], | ||
+ | [[Point of Interest Indications]], | ||
+ | [[Split-Screen Views]], | ||
+ | [[Third-Person Views]] | ||
== Relations == | == Relations == |
Revision as of 07:38, 15 October 2012
Games which make use of presentations inside other presentations.
This pattern is a still a stub.
Contents
Examples
probes in deus ex
additional screens in openTTD and Transport Tycoon
System Shock has the Sense-around hardware implant that allows you to see behind you (v1) and even full 360 view (v3) according to the reference card. The view is seen as "picture in picture" on the HUD.
Although they sometimes take up all of the screen space instead of just some, sticky cameras in the Splinter Cell series are examples of Picture-in-Picture Views.
wingmen facecams in e.g. Star Fox series
Using the pattern
Can Be Instantiated By
Can Be Modulated By
Can Modulate
Diegetic Aspects
While it may seem that Picture-in-Picture Views might challenge the Diegetic Consistency of a game, this can easily be avoided by introducing diegetic elements that can provide images from afar.
Interface Aspects
Picture-in-Picture Views is an Interface Pattern. Alternatives to it include Auxiliary Game Screens and Split-Screen Views.
Consequences
Can Instantiate
Game State Indicators, Game State Overviews, Point of Interest Indications, Split-Screen Views, Third-Person Views
Relations
Can Instantiate
Game State Indicators, Game State Overviews, Point of Interest Indications, Split-Screen Views, Third-Person Views
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
-
History
New pattern created in this wiki.
References
Cite error: <ref>
tag defined in <references>
has group attribute "" which does not appear in prior text.
Acknowledgements
Kelvin Autenrieth, Jason Begy, Daniel Bernhoff, Janne Paavilainen, Orvar Säfström, Jose Zagal