Difference between revisions of "Geospatial Game Widgets"
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[[Splinter Cell series]] | [[Splinter Cell series]] | ||
− | [ | + | [[World of Warcraft]] |
== Using the pattern == | == Using the pattern == | ||
[[Geospatial Game Widgets]] are used to provide information to players at specific locations in [[Game Worlds]] and [[Levels]]. | [[Geospatial Game Widgets]] are used to provide information to players at specific locations in [[Game Worlds]] and [[Levels]]. | ||
+ | |||
+ | [[Geospatial Game Widgets]] do not have to be their own independent game elements but can be closely tied to other game elements. | ||
+ | |||
+ | One such example is to show the [[Health]] of [[Units]] directly above them or, as [[World of Warcraft]] does, show players' [[Handles]] hovering above their [[Avatars]]. The [[Left 4 Dead series]] has another version of tying [[Geospatial Game Widgets]] to [[Avatars]] - in these games the outlines of [[Avatars]] become glowing so that survivor players can notice each other through walls and other solid objects. | ||
+ | |||
+ | |||
+ | [[Spatial Engrossment]] | ||
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[[Goal Points]] such as check point in [[:Category:Racing Games|Racing Games]] | [[Goal Points]] such as check point in [[:Category:Racing Games|Racing Games]] | ||
− | |||
[[Game State Indicators]] | [[Game State Indicators]] | ||
[[Speed Runs]] | [[Speed Runs]] | ||
− | + | ||
[[Pick-Ups]] | [[Pick-Ups]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
[[Diegetic Consistency]] is harder to maintain in games with [[Geospatial Game Widgets]] since these are non-diegetic in their nature. This is especially true when they are no occluded by diegetic elements, as is the case for the outlines of [[Avatars]] and specific [[Pick-Ups]] in the [[Left 4 Dead Series]]. | [[Diegetic Consistency]] is harder to maintain in games with [[Geospatial Game Widgets]] since these are non-diegetic in their nature. This is especially true when they are no occluded by diegetic elements, as is the case for the outlines of [[Avatars]] and specific [[Pick-Ups]] in the [[Left 4 Dead Series]]. | ||
+ | |||
=== Interface Aspects === | === Interface Aspects === | ||
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== Consequences == | == Consequences == | ||
− | As mentioned above, [[Geospatial Game Widgets]] break [[Diegetic Consistency]] by introducing non-diegetic elements into [[Game Worlds]] or [[Levels]]. | + | As mentioned above, [[Geospatial Game Widgets]] break [[Diegetic Consistency]] by introducing non-diegetic elements into [[Game Worlds]] or [[Levels]]. In games with [[Cooperation]] they can support [[Coordination]], especially when they bluntly ignore [[Diegetic Consistency]] to be visible through diegetic elements. |
== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
− | ==== with | + | ==== with [[Cooperation]] ==== |
+ | [[Coordination]] | ||
=== Can Modulate === | === Can Modulate === | ||
+ | [[Avatars]], | ||
+ | [[Characters]], | ||
[[Game Worlds]], | [[Game Worlds]], | ||
− | [[Levels]] | + | [[Handles]], |
+ | [[Health]], | ||
+ | [[Levels]], | ||
+ | [[Units]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === |
Revision as of 19:09, 22 March 2011
Game elements that are located in the diegetic world but are not diegetically present.
This pattern is a still a stub.
Contents
Examples
character outlines Left 4 Dead Series
checkpoint beacons in the Grand Theft Auto series and Mirror's Edge
Using the pattern
Geospatial Game Widgets are used to provide information to players at specific locations in Game Worlds and Levels.
Geospatial Game Widgets do not have to be their own independent game elements but can be closely tied to other game elements.
One such example is to show the Health of Units directly above them or, as World of Warcraft does, show players' Handles hovering above their Avatars. The Left 4 Dead series has another version of tying Geospatial Game Widgets to Avatars - in these games the outlines of Avatars become glowing so that survivor players can notice each other through walls and other solid objects.
Goal Points such as check point in Racing Games
Game State Indicators Speed Runs
Diegetic Aspects
Diegetic Consistency is harder to maintain in games with Geospatial Game Widgets since these are non-diegetic in their nature. This is especially true when they are no occluded by diegetic elements, as is the case for the outlines of Avatars and specific Pick-Ups in the Left 4 Dead Series.
Interface Aspects
Narrative Aspects
Consequences
As mentioned above, Geospatial Game Widgets break Diegetic Consistency by introducing non-diegetic elements into Game Worlds or Levels. In games with Cooperation they can support Coordination, especially when they bluntly ignore Diegetic Consistency to be visible through diegetic elements.
Relations
Can Instantiate
with Cooperation
Can Modulate
Avatars, Characters, Game Worlds, Handles, Health, Levels, Units
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki, based on the concept of Geometric elements in Fagerholt & Lorentzon[1].
References
- ↑ Fagerholt, E. & Lorentzon, M. (2009). Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games. Master of Science Thesis, Department of Computer Science and Engineering Division of Interaction Design, Chalmers University of Technology.
Acknowledgements
Erik Fagerholt, Magnus Lorentzon