Difference between revisions of "Split-Screen Views"

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== Using the pattern ==
 
== Using the pattern ==
The options when designing [[Split-Screen Views]] are mainly how to screen space. For two views this is a basically a question of split the screen horizontally or vertically. Four views are easily achieved by splitting both ways. This is typically also done for three views, but then the "spare" view is often used to provide some form of [[Game State Overviews|Game State Overview]]. More views that four are rarely used (see the Wikipedia page for split screen for examples<ref name="wiki"/>.
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The options when designing [[Split-Screen Views]] are mainly how to screen space. For two views this is a basically a question of split the screen horizontally or vertically. Four views are easily achieved by splitting both ways. This is typically also done for three views, but then the "spare" view is often used to provide some form of [[Game State Overviews|Game State Overview]]. More views that four are rarely used (see the Wikipedia page for split screen for examples<ref name="wiki"/>. Games with [[Drop-In/Drop-Out]] game require designers to either sacrifice some screen real estate when not all players are present or dynamically introduce additional views as players join.
 
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[[Drop-In/Drop-Out]],
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The above has assumed that the [[Split-Screen Views]] have been to support [[Real-Time Games]] to be [[Multiplayer Games]]. This is because other types of [[Multiplayer Games]] can make use of [[Hotseating]] and [[Single-Player Games]]] rarely seem to need to show multiple perspectives at once. This is however something that is used in movies, and the game [[XIII]] shows how this can be used in a [[Single-Player Games|Single-Player Game]] to insert additional perspective into players' displays (a form of [[Game State Overviews]]).
 
The above has assumed that the [[Split-Screen Views]] have been to support [[Real-Time Games]] to be [[Multiplayer Games]]. This is because other types of [[Multiplayer Games]] can make use of [[Hotseating]] and [[Single-Player Games]]] rarely seem to need to show multiple perspectives at once. This is however something that is used in movies, and the game [[XIII]] shows how this can be used in a [[Single-Player Games|Single-Player Game]] to insert additional perspective into players' displays (a form of [[Game State Overviews]]).
 
  
 
=== Diegetic Aspects]] ===
 
=== Diegetic Aspects]] ===
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== Consequences ==
 
== Consequences ==
[[Split-Screen Views]] allow for computer-based [[Real-Time Games]] to be [[Multiplayer Games]] even if they only can use one screen, and even when they support several screens provide players with an alternative where they can have better overview of each others actions. That player can see what the others are doing even if their [[Focus Loci]] are not co-present in a [[Game Worlds|Game World]] can ease [[Cooperation]]. However, this pattern can make it difficult to have [[Asymmetric Information]] in a games since all players co-located and viewing the same [[Split-Screen Views|Split-Screen View]] can see what the others sees.
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[[Split-Screen Views]] allow for computer-based [[Real-Time Games]] to be [[Multiplayer Games]] where players can be in different parts of a [[Game Worlds|Game World]] and look in different directions, even if they are only using one screen. When the games support several screens, the pattern provide players with an alternative where they can have better overview of each others actions. That player can see what the others are doing even if their [[Focus Loci]] are not co-present in a [[Game Worlds|Game World]] make [[Cooperation]] easier in both cases. However, this pattern can make it difficult to have [[Asymmetric Information]] in a games since all players co-located and viewing the same [[Split-Screen Views|Split-Screen View]] can see what the others sees.
  
 
== Relations ==
 
== Relations ==

Revision as of 17:21, 25 September 2011

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Borderlands and the Call of Duty, Halo, and Left 4 Dead series are examples of games allowing Split-Screen Views, at least on console versions of the games. Other examples - which are not First-Person Shooters - include the Mario Kart, Guitar Hero, and Super Monkey Ball series. Later installments in the Lego Star Wars series, which supports players joining and dropping out of the game without stopping game sessions, introduces split-screens dynamically as they are needed.

The Giant Bomb web site has a page for the concept of split-screen multiplayer which includes several more examples[1], and another one for dynamic split-screen[2].

Using the pattern

The options when designing Split-Screen Views are mainly how to screen space. For two views this is a basically a question of split the screen horizontally or vertically. Four views are easily achieved by splitting both ways. This is typically also done for three views, but then the "spare" view is often used to provide some form of Game State Overview. More views that four are rarely used (see the Wikipedia page for split screen for examples[3]. Games with Drop-In/Drop-Out game require designers to either sacrifice some screen real estate when not all players are present or dynamically introduce additional views as players join.

The above has assumed that the Split-Screen Views have been to support Real-Time Games to be Multiplayer Games. This is because other types of Multiplayer Games can make use of Hotseating and Single-Player Games] rarely seem to need to show multiple perspectives at once. This is however something that is used in movies, and the game XIII shows how this can be used in a Single-Player Game to insert additional perspective into players' displays (a form of Game State Overviews).

Diegetic Aspects]]

Although Split-Screen Views does not per se break Diegetic Consistency, it does make it difficult to maintain Detective Structures in the revealing of information in games.

Interface Aspects

Dealing with how to present information to several players on one screen, Split-Screen Views is an Information and Interface Pattern.

Consequences

Split-Screen Views allow for computer-based Real-Time Games to be Multiplayer Games where players can be in different parts of a Game World and look in different directions, even if they are only using one screen. When the games support several screens, the pattern provide players with an alternative where they can have better overview of each others actions. That player can see what the others are doing even if their Focus Loci are not co-present in a Game World make Cooperation easier in both cases. However, this pattern can make it difficult to have Asymmetric Information in a games since all players co-located and viewing the same Split-Screen View can see what the others sees.

Relations

Can Instantiate

Multiplayer Games

Can Modulate

Cooperation, Multiplayer Games, Real-Time Games

Can Be Instantiated By

-

Can Be Modulated By

Drop-In/Drop-Out, Game State Overviews

Possible Closure Effects

-

Potentially Conflicting With

Asymmetric Information, Detective Structures

History

New pattern created in this wiki.

References

  1. Giant bomb's page for Split-Screen Multiplayer.
  2. Giant bomb's page for Dynamic Split-Screen.
  3. Wikipedia's page for Split Screen.

Acknowledgements