Difference between revisions of "Vision Modes"

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== Using the pattern ==
 
== Using the pattern ==
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Introducing [[Vision Modes]] to a game design consist of deciding how [[Game Worlds|Game World]] presentations should differ due to them and how they should be made available to players.
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While the actual presentation typically depends on maintaining a [[Diegetic Consistency]], the actual gameplay difference is either to make game entities in [[Diegetically Outstanding Features]] or to reveal
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[[Secrets]] or [[Clues]].
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[[Vision Modes]] are typically given as [[Privileged Abilities]] or through [[Tools]] (which while also being [[Privileged Abilities]] can be lost or lent easily).
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
  
== Relations ==
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Diegetically Outstanding Features]],  
 
[[Diegetically Outstanding Features]],  
 
[[Secrets]]
 
[[Secrets]]
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[[Varied Gameplay]]
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==== with [[First-Person Views]] ====
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[[Characters]],
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[[Player/Character Skill Composites]]
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=== Can Modulate ===
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[[First-Person Views]],
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[[Line of Sight]],
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[[Third-Person Views]]
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== Relations ==
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=== Can Instantiate ===
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[[Clues]],
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[[Diegetically Outstanding Features]],
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[[Secrets]],
 +
[[Varied Gameplay]]
  
 
==== with [[First-Person Views]] ====
 
==== with [[First-Person Views]] ====

Revision as of 14:01, 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

The Alien vs Predator series of first-person shooters provided those that played members of the predator race with the possibility of viewing the game worlds in several different ways, e.g. through thermal or electron-magnetic field detection. Proper use of these can give distinct advantages while misuse can effectively render the players blind. Players of Batman: Arkham Asylum can activate a detective mode to have certain game elements highlighted. Players of Assassin's Creed 2 can similarly use an eagle vision to point out dangers, hidden treasures, and secret markings on buildings.

Some games supply Vision Modes through equipment characters can carry. The Battlefield and Call of Duty series does this through weapons with scopes and thermal sights, while the Elder Scrolls series has night vision spells. Fantasy Roleplaying Games such as Dungeons & Dragons provide certain races with infravision or ultravision. GURPS does this in most of its fantasy setting while the modern or futuristic ones have equipment to provide Vision Modes.

Using the pattern

Introducing Vision Modes to a game design consist of deciding how Game World presentations should differ due to them and how they should be made available to players.

While the actual presentation typically depends on maintaining a Diegetic Consistency, the actual gameplay difference is either to make game entities in Diegetically Outstanding Features or to reveal Secrets or Clues.


Vision Modes are typically given as Privileged Abilities or through Tools (which while also being Privileged Abilities can be lost or lent easily).

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Can Instantiate

Diegetically Outstanding Features, Secrets Varied Gameplay

with First-Person Views

Characters, Player/Character Skill Composites

Can Modulate

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

Relations

Can Instantiate

Clues, Diegetically Outstanding Features, Secrets, Varied Gameplay

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

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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

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