Difference between revisions of "Killcams"

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== Relations ==
 
== Relations ==
[[Player Killing]]
 
 
[[Combat]]
 
[[Combat]]
  
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[[Spatial Engrossment]],  
 
[[Spatial Engrossment]],  
 
[[Third-Person Views]]
 
[[Third-Person Views]]
 
==== with ... ====
 
  
 
=== Can Modulate ===
 
=== Can Modulate ===
 
[[First-Person Views]],  
 
[[First-Person Views]],  
 +
[[Player Killing]],
 
[[Repeated Dominiation]]
 
[[Repeated Dominiation]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
-
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
-
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
 +
-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 +
-
  
 
== History ==
 
== History ==
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== References ==
 
== References ==
<references>
+
-
<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) ''Patterns in Game Design''. Charles River Media. ISBN1-58450-354-8.</ref>
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</references>
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== Acknowledgements ==
 
== Acknowledgements ==
 
-
 
-

Revision as of 17:49, 6 August 2011

Replays of kills in games that are shown directly after they occur.

Deaths in games are usually important events. However, some games - especially first-person shooters - it can be difficult to perceive the circumstances in which they occurred. Killcams are solutions to this that simply replay the moments leading up to the deaths and may be used both to highlight players' own actions or let them know how they were killed.

Examples

Killcams in the Call of Duty and Battlefield series show players how they were killed - often revealing the position of the enemies that was the cause of their deaths. Fallout 3 and Fallout: New Vegas provide Killcams both when players have managed to kill enemies spectacularly or when they themselves have died.

The web site giantbomb.com has a list of games using Killcams.

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Combat

Can Instantiate

Cameras, Cutscenes, Point of Interest Indications, Player Balance, Replays, Spatial Engrossment, Third-Person Views

Can Modulate

First-Person Views, Player Killing, Repeated Dominiation

Can Be Instantiated By

-

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements

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