Difference between revisions of "Third-Person Views"
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Revision as of 08:54, 3 August 2011
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Players are shown the game world with a focus on a game element under the players' control.
Many games center the view of the game environment upon a game element, which the players control. These Third-Person Views, where players observe the game environment as seen from outside the game element they control, let them see more of the immediately surrounding environment than could be achieve by observing from within the game element.
Contents
Examples
Pac-Man is shown from above in the game with the same name, giving players the possibility to see what is behind walls in the maze.
Using the pattern
There are a number of different types of Third-Person Views: isometric, which shows the game elementfrom above slightly to the side; overhead, which provides excellent relations to the surrounding but which offers little information about the game elementitself; chase-cam, which follows the game element exactly behind in the element's line of movement. These can be modified by either linking the movement of the Camera to the movement of the game element or locking the Camera to a position relative to the environment. The same trick can be used for Public Information with Third-Person Views.
Third-Person Views offer the design option of letting players have control over the Camera which creates the view. Although this may affect the Right Level of Difficulty and require more Dexterity-Based Actions, it can allow players to have a complete view of the Game World.
Games with Third-Person Views that require Imperfect Information about the terrain of the Game World at a different level than the view must either use Fog of War or divide the game area into sections.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Third-Person Views focus the view of the Game World around an Avatar or a Unit. Since the entire surrounding around that game element, and specifically the area behind the game element, is visible to the player, this view provides a form of Game State Overview. The centering of the view around a Unit makes Third-Person Views support the identification of what Unit is controlled in moveable Focus Loci.
The feedback from performed movements in Third-Person Views is not as natural as those of First-Person Views, as it is the relation between the Avatar or Unit and the environment that changes rather than the just the environment. Third-Person Views can still support Spatial Immersion, especially in chase-cam modes, and the better Game State Overview may make Maneuvering easier in this view than in First-Person Views. However, Aim & Shoot actions become more difficult since players have to take both the target and shooter positions and movement into account when performing the actions.
Relations
Maneuvering Avatars Units Character Defining Actions Detective Structure Aim & Shoot Game Worlds Controllers
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
An updated version of the pattern Third-Person Views that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
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