Difference between revisions of "Point of Interest Indicators"
From gdp3
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[[God Views]] | [[God Views]] | ||
[[Clues]] | [[Clues]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
− | ==== with | + | ==== with [[First-Person Views]] ==== |
+ | [[Characters]], | ||
+ | [[Player/Character Skill Composites]] | ||
=== Can Modulate === | === Can Modulate === | ||
+ | [[Diegetically Outstanding Features]], | ||
+ | [[First-Person Views]], | ||
+ | [[Third-Person Views]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Killcams]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 09:58, 9 August 2011
...
This pattern is a still a stub.
See Linderoth (2010)[1] for details on how Point of Interest Indications affect how players learn to play games.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
with First-Person Views
Characters, Player/Character Skill Composites
Can Modulate
Diegetically Outstanding Features, First-Person Views, Third-Person Views
Can Be Instantiated By
Can Be Modulated By
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
- ↑ 1.0 1.1 Linderoth, J. (2010). Why gamers donʼt learn more - An ecological approach to games as learning environment, in Nordic DiGRA 2010.
Acknowledgements
-