Difference between revisions of "Geospatial Game Widgets"
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=== Examples === | === Examples === | ||
+ | |||
+ | character outlines [[Left 4 Dead Series]] | ||
+ | |||
+ | checkpoint beacons in the [[Grand Theft Auto series]] and [[Mirror's Edge]] | ||
+ | |||
+ | [[Splinter Cell: Conviction]] | ||
+ | |||
+ | [[Splinter Cell series]] | ||
+ | |||
+ | [Spatial Engrossment]] | ||
+ | |||
== Using the pattern == | == Using the pattern == | ||
[[Clues]] | [[Clues]] | ||
− | [[ | + | [[Goal Points]] such as check point in [[:Category:Racing Games|Racing Games]] |
[[Levels]] | [[Levels]] | ||
Line 23: | Line 34: | ||
[[Game State Indicators]] | [[Game State Indicators]] | ||
[[Speed Runs]] | [[Speed Runs]] | ||
+ | |||
+ | [[Game Worlds]] | ||
+ | |||
+ | [[Avatars]] | ||
+ | [[Pick-Ups]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
+ | [[Diegetic Consistency]] is harder to maintain in games with [[Geospatial Game Widgets]] since these are non-diegetic in their nature. This is especially true when they are no occluded by diegetic elements, as is the case for the outlines of [[Avatars]] and specific [[Pick-Ups]] in the [[Left 4 Dead Series]]. | ||
=== Interface Aspects === | === Interface Aspects === | ||
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== Consequences == | == Consequences == | ||
+ | |||
+ | As mentioned above, [[Geospatial Game Widgets]] break [[Diegetic Consistency]] by introducing non-diegetic elements into [[Gamw Worlds]]. | ||
== Relations == | == Relations == | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | [[Diegetic Consistency]] | ||
== History == | == History == | ||
− | New pattern created in this wiki. | + | New pattern created in this wiki, based on the concept of ''Geometric elements'' in Fagerholt & Lorentzon<ref name="Fagerholt"/>. |
== References == | == References == | ||
− | - | + | <references> |
+ | <ref name="Fagerholt">Fagerholt, E. & Lorentzon, M. (2009). ''Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games''. Master of Science Thesis, Department of Computer Science and Engineering | ||
+ | Division of Interaction Design, Chalmers University of Technology.</ref> | ||
+ | </references> | ||
== Acknowledgements == | == Acknowledgements == | ||
− | + | Erik Fagerholt, Magnus Lorentzon |
Revision as of 18:48, 22 March 2011
Game elements that are located in the diegetic world but are not diegetically present.
This pattern is a still a stub.
Contents
Examples
character outlines Left 4 Dead Series
checkpoint beacons in the Grand Theft Auto series and Mirror's Edge
[Spatial Engrossment]]
Using the pattern
Goal Points such as check point in Racing Games
Levels Characters Game State Indicators Speed Runs
Diegetic Aspects
Diegetic Consistency is harder to maintain in games with Geospatial Game Widgets since these are non-diegetic in their nature. This is especially true when they are no occluded by diegetic elements, as is the case for the outlines of Avatars and specific Pick-Ups in the Left 4 Dead Series.
Interface Aspects
Narrative Aspects
Consequences
As mentioned above, Geospatial Game Widgets break Diegetic Consistency by introducing non-diegetic elements into Gamw Worlds.
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki, based on the concept of Geometric elements in Fagerholt & Lorentzon[1].
References
- ↑ Fagerholt, E. & Lorentzon, M. (2009). Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games. Master of Science Thesis, Department of Computer Science and Engineering Division of Interaction Design, Chalmers University of Technology.
Acknowledgements
Erik Fagerholt, Magnus Lorentzon