Difference between revisions of "Cameras"
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There are a number of different types of [[Third-Person Views]]: ''over the shoulder'', which shows a game entity from above slightly to the side; ''overhead'', which provides excellent relations to the surrounding but which offers little information about the game entity itself; and ''chase-cam'', which follows the game entity 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 entity or locking the [[Camera]] to a position relative to the environment. Players can also be given a [[Freedom of Choice]] to manipulate [[Camera]] in several ways: by modify them the positioning slightly, by being able to switch between different [[Camera]] modes, or being able to move the [[Camera]] freely with certain distances from the entities followed. | There are a number of different types of [[Third-Person Views]]: ''over the shoulder'', which shows a game entity from above slightly to the side; ''overhead'', which provides excellent relations to the surrounding but which offers little information about the game entity itself; and ''chase-cam'', which follows the game entity 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 entity or locking the [[Camera]] to a position relative to the environment. Players can also be given a [[Freedom of Choice]] to manipulate [[Camera]] in several ways: by modify them the positioning slightly, by being able to switch between different [[Camera]] modes, or being able to move the [[Camera]] freely with certain distances from the entities followed. | ||
+ | Cameras 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. | ||
=== Diegetic Aspects === | === Diegetic Aspects === |
Revision as of 16:55, 5 August 2011
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This pattern is a still a stub.
Contents
Examples
Using the pattern
There are a number of different types of Third-Person Views: over the shoulder, which shows a game entity from above slightly to the side; overhead, which provides excellent relations to the surrounding but which offers little information about the game entity itself; and chase-cam, which follows the game entity 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 entity or locking the Camera to a position relative to the environment. Players can also be given a Freedom of Choice to manipulate Camera in several ways: by modify them the positioning slightly, by being able to switch between different Camera modes, or being able to move the Camera freely with certain distances from the entities followed.
Cameras 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.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
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 Cameras 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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