Difference between revisions of "Point of Interest Indicators"
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== Using the pattern == | == Using the pattern == | ||
[[Point of Interest Indications]] can be used with all different types of ways of presenting [[Game Worlds]], i.e. [[First-Person Views|First-Person]], [[Third-Person Views|Third-Person]], and [[God Views]]. | [[Point of Interest Indications]] can be used with all different types of ways of presenting [[Game Worlds]], i.e. [[First-Person Views|First-Person]], [[Third-Person Views|Third-Person]], and [[God Views]]. | ||
− | They are either provided by game systems simply by moving the perspective of players to the interesting point, typically by manipulating [[Cameras]], or by presenting it through some part of the game interface, e.g. through [[Mini-maps]] or compasses. | + | They are either provided by game systems simply by moving the perspective of players to the interesting point, typically by manipulating [[Cameras]], or by presenting it through some part of the game interface, e.g. through [[Mini-maps]] or compasses. [[Cutscenes]] are sometimes used to do [[Point of Interest Indications]], e.g. pointing out [[Boss Monsters]] when players are about to enter [[Combat]] with them. |
Although a lot of places in [[Game Worlds]] may be qualify to have [[Point of Interest Indications]], [[Goal Points]] are most often shown to players through these. Although they may change view points, [[Killcams]] are specific [[Point of Interest Indications]] for spots where kills have just occurred and [[Auto-Aim]] support is a way of providing [[Point of Interest Indications]] for [[Enemies]]. | Although a lot of places in [[Game Worlds]] may be qualify to have [[Point of Interest Indications]], [[Goal Points]] are most often shown to players through these. Although they may change view points, [[Killcams]] are specific [[Point of Interest Indications]] for spots where kills have just occurred and [[Auto-Aim]] support is a way of providing [[Point of Interest Indications]] for [[Enemies]]. | ||
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Besides helping in [[Game World Navigation]], [[Point of Interest Indications]] can draw players' attention to [[Clues]] and [[Diegetically Outstanding Features]]. While this can make games more [[Casual Gameplay|Casual]], it can also be detrimental to player learning (see Linderoth 2010<ref name="Linderoth"/>). | Besides helping in [[Game World Navigation]], [[Point of Interest Indications]] can draw players' attention to [[Clues]] and [[Diegetically Outstanding Features]]. While this can make games more [[Casual Gameplay|Casual]], it can also be detrimental to player learning (see Linderoth 2010<ref name="Linderoth"/>). | ||
− | Since [[Point of Interest Indications]] can represent perceptual abilities of [[Characters]] in games with [[First-Person Views]], the pattern can imply such as well as [[Player/Character Skill Composites]]. | + | Since [[Point of Interest Indications]] can represent perceptual abilities of [[Characters]] in games with [[First-Person Views]], the pattern can imply such as well as [[Player/Character Skill Composites]]. [[Point of Interest Indications]] that are initiated by game systems rather than players are likely to cause [[Disruption of Focused Attention]]. |
== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
− | [[Casual Gameplay]] | + | [[Casual Gameplay]], |
+ | [[Disruption of Focused Attention]] | ||
==== with [[First-Person Views]] ==== | ==== with [[First-Person Views]] ==== | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Auto-Aim]], | [[Auto-Aim]], | ||
+ | [[Cutscenes]], | ||
[[Killcams]] | [[Killcams]] | ||
Revision as of 16:27, 9 August 2011
Game actions that point players towards important aspects of game worlds, or entities within them.
Navigating in game world can be difficult depending on their complexity and the skills of the players. Point of Interest Indications is a way of supporting players by letting them easily know which direction they should be moving or directing their attention.
Contents
Examples
Players of Mirror's Edge can by a simple button press know which direction to move since this gameplay action turns their avatar in the direction of the level exit. Crafting a compass in Minecraft allows players to know the direction to their spawn points, which can help navigation in the immense game worlds generated by the game.
Letting players aim correctly of enemies by a single button press is a form of Point of Interest Indication. Examples of games with this include Batman: Arkham Asylum, the Mass Effect series, and the Tomb Raider series.
Using the pattern
Point of Interest Indications can be used with all different types of ways of presenting Game Worlds, i.e. First-Person, Third-Person, and God Views. They are either provided by game systems simply by moving the perspective of players to the interesting point, typically by manipulating Cameras, or by presenting it through some part of the game interface, e.g. through Mini-maps or compasses. Cutscenes are sometimes used to do Point of Interest Indications, e.g. pointing out Boss Monsters when players are about to enter Combat with them.
Although a lot of places in Game Worlds may be qualify to have Point of Interest Indications, Goal Points are most often shown to players through these. Although they may change view points, Killcams are specific Point of Interest Indications for spots where kills have just occurred and Auto-Aim support is a way of providing Point of Interest Indications for Enemies.
Interface Aspects
Point of Interest Indications is both an Information and Interface Pattern.
Consequences
Besides helping in Game World Navigation, Point of Interest Indications can draw players' attention to Clues and Diegetically Outstanding Features. While this can make games more Casual, it can also be detrimental to player learning (see Linderoth 2010[1]).
Since Point of Interest Indications can represent perceptual abilities of Characters in games with First-Person Views, the pattern can imply such as well as Player/Character Skill Composites. Point of Interest Indications that are initiated by game systems rather than players are likely to cause Disruption of Focused Attention.
Relations
Can Instantiate
Casual Gameplay, Disruption of Focused Attention
with First-Person Views
Characters, Player/Character Skill Composites
Can Modulate
Cameras, Clues, Diegetically Outstanding Features, First-Person Views, Game World Navigation, Goal Points, God Views, Mini-maps, Third-Person Views
Can Be Instantiated By
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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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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