Difference between revisions of "Line of Sight"

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[[Category:Needs references]]
 
[[Category:Needs references]]
 
[[Category:Patterns created on the Wiki]]
 
[[Category:Patterns created on the Wiki]]
''The requirement of an clear view from the agent doing an action to the target of the action.''
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''Having direct view from one game element to another without.''
  
 
Many of the actions done in games are done through avatars or units, and these may diegetically not be able to perceived the game state in the same way as the players controlling them. When the avatars and units can only act on things they themselves can perceive this is most often determined if they have a clear [[Line of Sight]] to that which they wish to interact with.
 
Many of the actions done in games are done through avatars or units, and these may diegetically not be able to perceived the game state in the same way as the players controlling them. When the avatars and units can only act on things they themselves can perceive this is most often determined if they have a clear [[Line of Sight]] to that which they wish to interact with.
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== Using the pattern ==
 
== Using the pattern ==
A basic requirement for [[Line of Sight]] is that there are things can see, typically [[Agents]] such as [[Avatars]] or [[Units]], so making use of the pattern requires choosing how each of these are affected by it. Typically all makes use of it in some sense but varying how it is applied, e.g. that some [[Units]] can ignore some [[Environmental Effects]], is a way of providing [[Privileged Abilities]] to these.
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[[Line of Sight]] is typically used as an requirement to perform actions. A basic requirement for [[Line of Sight]] is that there are things can see, typically [[Agents]] such as [[Avatars]] or [[Units]], so making use of the pattern requires choosing how each of these are affected by it. Typically all makes use of it in some sense but varying how it is applied, e.g. that some [[Units]] can ignore some [[Environmental Effects]], is a way of providing [[Privileged Abilities]] to these.
  
 
[[Line of Sight]] is most often used to modulate [[Combat]], but can also be used as a part of [[Movement]] (e.g. the use of grappling hooks in [[Just Cause 2]] or the ''portals'' in [[Portal]]). For [[Combat]], the use of [[Line of Sight]] opens up for the possibility of having indirect fire as [[Privileged Abilities]], although they may still require [[Line of Sight]] from others. All these examples are also examples of modulating [[Aim & Shoot]], but [[Line of Sight]] may also be used to trigger [[Automated Responses]] from [[Traps]] or waiting [[Agents]] and this can be used to create [[Stealth]] goals.
 
[[Line of Sight]] is most often used to modulate [[Combat]], but can also be used as a part of [[Movement]] (e.g. the use of grappling hooks in [[Just Cause 2]] or the ''portals'' in [[Portal]]). For [[Combat]], the use of [[Line of Sight]] opens up for the possibility of having indirect fire as [[Privileged Abilities]], although they may still require [[Line of Sight]] from others. All these examples are also examples of modulating [[Aim & Shoot]], but [[Line of Sight]] may also be used to trigger [[Automated Responses]] from [[Traps]] or waiting [[Agents]] and this can be used to create [[Stealth]] goals.
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[[Aim & Shoot]] instantiates [[Line of Sight]] (in addition to [[Line of Sight]] being able to modulate [[Aim & Shoot]]since being able to aim requires being able to have [[Line of Sight]] to what one is shooting at. In contrast, the presence of [[Line of Sight]] in a game can be used to create [[Alignment]] goals.  
 
[[Aim & Shoot]] instantiates [[Line of Sight]] (in addition to [[Line of Sight]] being able to modulate [[Aim & Shoot]]since being able to aim requires being able to have [[Line of Sight]] to what one is shooting at. In contrast, the presence of [[Line of Sight]] in a game can be used to create [[Alignment]] goals.  
  
While the requirement of [[Line of Sight]] is not part of creating [[Sniper Locations]] or [[Strongholds]], these locations need to let players have [[Line of Sight]] over areas (access routes in the case of [[Strongholds]]) for them to exist. For this reason, [[Line of Sight]] can be seen as modifying these patterns although not directly. Likewise, having [[Area Control]] can make it easier to fulfill the requirement of [[Line of Sight]] to other areas even if that pattern does not directly modify [[Line of Sight]].  
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Providing good [[Line of Sight]] is part creating [[Sniper Locations]] and [[Strongholds]].  
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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When [[Line of Sight]] is used to create [[Stealth]] goals, it leads to [[Stimulated Planning]] since players have to consider which [[Agents]] or [[Traps]] can detect them from all locations that need to be entered.
 
When [[Line of Sight]] is used to create [[Stealth]] goals, it leads to [[Stimulated Planning]] since players have to consider which [[Agents]] or [[Traps]] can detect them from all locations that need to be entered.
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The presence of [[Line of Sight]] rules in a game are likely to affect how important it is to have [[Area Control]] of various parts of [[Game Worlds]].
  
 
== Relations ==
 
== Relations ==

Revision as of 17:30, 15 July 2011

Having direct view from one game element to another without.

Many of the actions done in games are done through avatars or units, and these may diegetically not be able to perceived the game state in the same way as the players controlling them. When the avatars and units can only act on things they themselves can perceive this is most often determined if they have a clear Line of Sight to that which they wish to interact with.

Examples

Most Miniature Games and tactical Wargames, e.g. Warhammer 40K, Advanced Squad Leader, and Memoir '44, require that firing units have clear Line of Sight to their targets. This is in many cases not only dependent on the absence of buildings, rubble, and blocking vegetation but also the ground itself when the battlefield has height differences. Units excepted from having to have Line of Sight include artillery and other units capable of indirect fire, but these may require having other units spotting for them.

In Frag avatars can only shoot at the other avatars which are not hidden behind walls.

Just Cause 2 lets players shoot with grappling hooks at anything they can aim at in order to move there, or draw items and people towards the players' avatars. Several mods to the Quake series include similar grappling hooks to make movement easier. The Legend of Zelda series also contains grappling hooks but only lets players hook onto specific parts of the game world with them. The Portal series lets players shoot portals to whatever part of a level they can see (except through some types of glass), and can then move there by entering the matching portals.

Using the pattern

Line of Sight is typically used as an requirement to perform actions. A basic requirement for Line of Sight is that there are things can see, typically Agents such as Avatars or Units, so making use of the pattern requires choosing how each of these are affected by it. Typically all makes use of it in some sense but varying how it is applied, e.g. that some Units can ignore some Environmental Effects, is a way of providing Privileged Abilities to these.

Line of Sight is most often used to modulate Combat, but can also be used as a part of Movement (e.g. the use of grappling hooks in Just Cause 2 or the portals in Portal). For Combat, the use of Line of Sight opens up for the possibility of having indirect fire as Privileged Abilities, although they may still require Line of Sight from others. All these examples are also examples of modulating Aim & Shoot, but Line of Sight may also be used to trigger Automated Responses from Traps or waiting Agents and this can be used to create Stealth goals.

Line of Sight requires that there is something that can block it in the Levels or Game Worlds, and this is typically Environmental Effects, Obstacles, Diegetically Tangible Game Items, or simply walls. Avatars and Units may also block Line of Sight.

Aim & Shoot instantiates Line of Sight (in addition to Line of Sight being able to modulate Aim & Shootsince being able to aim requires being able to have Line of Sight to what one is shooting at. In contrast, the presence of Line of Sight in a game can be used to create Alignment goals.

Providing good Line of Sight is part creating Sniper Locations and Strongholds.

Diegetic Aspects

Although Line of Sight does not usually need to be visualized in Game Worlds since it represents seeing rather than something than can be seen, some Traps than make use of Line of Sight can be diegetically motivate, e.g. laser beams or even trip wires.

Consequences

When applied to Units or Avatars under players' control, Line of Sight changes their Focus Loci and thereby how they have to relate to Game Worlds and Levels, and what is in them. Since it requires players to consider spatial relations from specific point of view in the Game Worlds, Line of Sight can encourage Spatial Engrossment.

When Line of Sight is used to create Stealth goals, it leads to Stimulated Planning since players have to consider which Agents or Traps can detect them from all locations that need to be entered.

The presence of Line of Sight rules in a game are likely to affect how important it is to have Area Control of various parts of Game Worlds.

Relations

Can Instantiate

Alignment, Spatial Engrossment, Stealth

with Stealth

Stimulated Planning

Can Modulate

Agents, Aim & Shoot, Automated Responses, Avatars, Combat, Focus Loci, Game Worlds, Levels, Movement, Sniper Locations, Strongholds, Traps, Units

Can Be Instantiated By

Aim & Shoot

Can Be Modulated By

Area Control, Avatars, Diegetically Tangible Game Items, Environmental Effects, Obstacles, Privileged Abilities, Units

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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Acknowledgements

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