Difference between revisions of "First-Person Views"
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== Using the pattern == | == Using the pattern == | ||
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+ | [[Avatars]] | ||
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First-Person Views give players a view of the Game World from within it, and the primary design choices for game designers involve choosing how players can control what they are viewing and if the presentation players are given uses human-like vision capabilities or augmented capabilities, such as infrared, radar, or night vision. | First-Person Views give players a view of the Game World from within it, and the primary design choices for game designers involve choosing how players can control what they are viewing and if the presentation players are given uses human-like vision capabilities or augmented capabilities, such as infrared, radar, or night vision. | ||
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Not too surprising, [[First-Person Views]] are not directly compatible with [[God Views]] and [[Third-Person Views]], with an exception for [[Third-Person Views]] when mirrors, cameras, or other devices (e.g. the portals in the [[Portal series]]) allow [[Avatars]] to see themselves. Given that players may have personal preferences on what kind of view they may want to have or that some views are advantageous in some gameplay situations, it is quite common to provide players with a [[Freedom of Choice]] between [[First-Person Views]] and [[Third-Person Views]] (reasons why one may not want to let players have this freedom can be that it may ruin [[Surprises]]. | Not too surprising, [[First-Person Views]] are not directly compatible with [[God Views]] and [[Third-Person Views]], with an exception for [[Third-Person Views]] when mirrors, cameras, or other devices (e.g. the portals in the [[Portal series]]) allow [[Avatars]] to see themselves. Given that players may have personal preferences on what kind of view they may want to have or that some views are advantageous in some gameplay situations, it is quite common to provide players with a [[Freedom of Choice]] between [[First-Person Views]] and [[Third-Person Views]] (reasons why one may not want to let players have this freedom can be that it may ruin [[Surprises]]. | ||
+ | |||
+ | === Can Be Instantiated By === | ||
+ | [[Dedicated Game Facilitators]], | ||
+ | [[Live Action Roleplaying]] | ||
+ | |||
+ | === Can Be Modulated By === | ||
+ | [[Point of Interest Indications]], | ||
+ | [[Vision Modes]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
=== Interface Aspects === | === Interface Aspects === | ||
− | The choice of [[Focus Loci]] can affect with types of views of [[Game Worlds]] are possible, so the design of [[First-Person Views]] should be done in relation to the design of a game's [[Focus Loci]]. | + | The choice of [[Focus Loci]] can affect with types of views of [[Game Worlds]] are possible, so the design of [[First-Person Views]] should be done in relation to the design of a game's [[Focus Loci]]. For example, [[First-Person Views]] are not readily compatible with [[God Fingers]]. |
=== Narrative Aspects === | === Narrative Aspects === | ||
+ | Games that wish to have [[Detective Structures]] can be aided by the use of [[First-Person Views]] since this makes the issue of what information players have access to the same as the issue of what the players' [[Avatars]] can perceive. | ||
== Consequences == | == Consequences == | ||
− | Since First-Person Views provide players with feedback similar to that receive when performing | + | [[First-Person Views]] provide players with presentations of [[Game Worlds]] from the view point of their [[Avatars]], meaning that they can only perceive that which they have [[Line of Sight]] to. The lack of being able to detect things behind [[Obstacles]], etc., make [[First-Person Shooters]] be able to spring [[Surprises]] on players as well as maintain [[Detective Structures]]. |
+ | |||
+ | Since [[First-Person Views]] provide players with feedback similar to that receive when performing [[Movement]] in the real world, these views can support [[Spatial Engrossment]] in games, especially those that require [[Aim & Shoot]] or [[Maneuvering]]. When the option of switching between [[First-Person Views]] and [[Third-Person Views]] are given to players, this provides them with the [[Freedom of Choice]] of use the viewpoint they prefer or is most effective at any given point in the gameplay. | ||
== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Detective Structures]], | ||
[[Line of Sight]], | [[Line of Sight]], | ||
+ | [[Spatial Engrossment]], | ||
[[Surprises]] | [[Surprises]] | ||
− | |||
− | |||
− | |||
==== with [[Third-Person Views]] ==== | ==== with [[Third-Person Views]] ==== |
Revision as of 10:26, 5 August 2011
Games where players are shown game worlds as if they were inside them.
This pattern is a still a stub.
Games that present game worlds to players can do this in various ways.
Games where players control individual game elements and move them in the game environment often present that environment to the players as the game element would "see" the environment. This First-Person View then lets players receive natural feedback to movement in the environment in a way that corresponds to the feedback one receives when doing the same movement in the real world.
Examples
As the name of the genre indicates, First-Person Shooters such as Counter-Strike and the Crysis, Doom, Half-Life, Left 4 Dead series, Portal series, Quake, and Unreal Tournament all make use of First-Person Views. Later installments of the Elder Scrolls series and the Fallout series have adopted the point of view as well, as have the sandbox game Minecraft.
Racing games such as the Need for Speed series and Gran Turismo series often allow players to switch between first- and third-person views.
Live Action Roleplaying Games such as Assassin, Conspiracy for Good, Dragonbane, and Trenne Byar have First-Person Views since players literally represent characters in them.
Using the pattern
First-Person Views give players a view of the Game World from within it, and the primary design choices for game designers involve choosing how players can control what they are viewing and if the presentation players are given uses human-like vision capabilities or augmented capabilities, such as infrared, radar, or night vision.
Since First-Person Views do not provide Game State Overviews in the way Third-Person Views or God Views do, they are sometimes augmented with different forms of indicators, primarily Status Indicators, to compensate. Another way to provide more information for players is to have wider field of view than humans have by using fisheye views, up to the point of giving 360 degree view. In any case, First-Person Views provide Fog of War.
First-Person Views can also be used to provide Public Information which is focused upon a specific part of the Game World and can also by used to give Spectators a sense of Spatial Immersion.
Not too surprising, First-Person Views are not directly compatible with God Views and Third-Person Views, with an exception for Third-Person Views when mirrors, cameras, or other devices (e.g. the portals in the Portal series) allow Avatars to see themselves. Given that players may have personal preferences on what kind of view they may want to have or that some views are advantageous in some gameplay situations, it is quite common to provide players with a Freedom of Choice between First-Person Views and Third-Person Views (reasons why one may not want to let players have this freedom can be that it may ruin Surprises.
Can Be Instantiated By
Dedicated Game Facilitators, Live Action Roleplaying
Can Be Modulated By
Point of Interest Indications, Vision Modes
Diegetic Aspects
Interface Aspects
The choice of Focus Loci can affect with types of views of Game Worlds are possible, so the design of First-Person Views should be done in relation to the design of a game's Focus Loci. For example, First-Person Views are not readily compatible with God Fingers.
Narrative Aspects
Games that wish to have Detective Structures can be aided by the use of First-Person Views since this makes the issue of what information players have access to the same as the issue of what the players' Avatars can perceive.
Consequences
First-Person Views provide players with presentations of Game Worlds from the view point of their Avatars, meaning that they can only perceive that which they have Line of Sight to. The lack of being able to detect things behind Obstacles, etc., make First-Person Shooters be able to spring Surprises on players as well as maintain Detective Structures.
Since First-Person Views provide players with feedback similar to that receive when performing Movement in the real world, these views can support Spatial Engrossment in games, especially those that require Aim & Shoot or Maneuvering. When the option of switching between First-Person Views and Third-Person Views are given to players, this provides them with the Freedom of Choice of use the viewpoint they prefer or is most effective at any given point in the gameplay.
Relations
Can Instantiate
Detective Structures, Line of Sight, Spatial Engrossment, Surprises
with Third-Person Views
Can Modulate
Aim & Shoot, Avatars, Game Worlds, Maneuvering
Can Be Instantiated By
Dedicated Game Facilitators, Live Action Roleplaying
Can Be Modulated By
Point of Interest Indications, Vision Modes
Possible Closure Effects
-
Potentially Conflicting With
History
An updated version of the pattern First-Person Views that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.