Difference between revisions of "Vision Modes"
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[[Game Worlds]], | [[Game Worlds]], | ||
[[Line of Sight]], | [[Line of Sight]], | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === |
Revision as of 14:30, 8 August 2011
Different ways of presenting the same views in a game world.
This pattern is a still a stub.
Contents
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. For added complexity, several different Vision Modes can be available.
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 Powers or through Tools, and for games with multiple Vision Modes all or just some can be included in for each particular enabler.
Vision Modes are most commonly used with First or Third-Person Views since there is not strong diegetic reason to avoid giving all possible information in God Views. In games with huge amounts of information available to players, e.g. the Victoria or Hearts of Iron series, it may however reduce information overload to have several different God Views players can move between.
Interface Aspects
Vision Modes is both an Information and Interface Pattern. While Vision Modes deal with what information is shown and Cameras deal with what perspective is used, how the two are used in a game is worth considering simultaneously.
Consequences
Vision Modes are often Privileged Abilities and give Varied Gameplay as players need to shift between different ways of viewing Game Worlds.
While the use of Vision Modes give players an Exaggerated Perception of Influence since they may be Privileged Abilities, they can work against the level of Game Mastery possible in a game (see Linderoth (2010)[1] for a discussion on how the presence of Vision Modes affect players possibilities of learning to play those games).
with First-Person Views
Characters, Player/Character Skill Composites
Can Modulate
Relations
Can Instantiate
Clues, Diegetically Outstanding Features, Exaggerated Perception of Influence, Secrets, Varied Gameplay
with First-Person Views
Characters, Player/Character Skill Composites
Can Modulate
First-Person Views, Game Worlds, Line of Sight, Third-Person Views, God Views
Can Be Instantiated By
Can Be Modulated By
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Possible Closure Effects
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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
- ↑ 1.0 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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