Difference between revisions of "Cameras"
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== Using the pattern == | == Using the pattern == | ||
+ | [[Cameras]] are used in games to create both [[Third-Person Views]] and [[God Views]], and which of these should be supported is a fundamental choice for using the pattern. Depending on which is supported, [[Cameras]] can be differently good at providing [[Surprises]], [[Tension]], and [[Detective Structures]]. | ||
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The type of Camera is usually closely linked to how Focus Loci and Spatial Immersion are used in the game: games with Avatars useFirst-Person Views or Third-Person Views, while games with Units use God Views. While First-Person Views and Third-Person Views easily support Imperfect Information to players by limiting their control of the Camera, God Views can achieve similar effect by using Fog of War. | The type of Camera is usually closely linked to how Focus Loci and Spatial Immersion are used in the game: games with Avatars useFirst-Person Views or Third-Person Views, while games with Units use God Views. While First-Person Views and Third-Person Views easily support Imperfect Information to players by limiting their control of the Camera, God Views can achieve similar effect by using Fog of War. | ||
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[[Cameras]] provide players with views of [[Game Worlds]], and those that can be manipulated by players allow them a [[Freedom of Choice]] in what parts of the [[Game Worlds]] they want to focus their attention on. | [[Cameras]] provide players with views of [[Game Worlds]], and those that can be manipulated by players allow them a [[Freedom of Choice]] in what parts of the [[Game Worlds]] they want to focus their attention on. | ||
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In games with Avatars this is typically limited in such a way that the Avatar is always in the center of the view. This maintains the symmetry between what the Avatar and the player sees so that Tension and Surprises can be achieved and also to strengthen spatial Immersion. | In games with Avatars this is typically limited in such a way that the Avatar is always in the center of the view. This maintains the symmetry between what the Avatar and the player sees so that Tension and Surprises can be achieved and also to strengthen spatial Immersion. |
Revision as of 07:07, 7 August 2011
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This pattern is a still a stub.
Camera is an abstract game element that decides what is the player's current view to the game world.
Contents
Examples
Real-time strategy games allow the players to move the camera across the whole game world but the position of the game elements, and in many cases not even the terrain, is typically not revealed. God games, in contrast, allow players to have a complete view of the area that is being viewed. First-person shooters, as the name implies, usually provide first-person views while racing games often let players choose between first-person views to support spatial immersion and third-person views that allow better overview of the local game world environment.
Battlefield series and later installments of the Fallout series use Killcams,
Super Mario 64 provides an exception to the rule that Cameras are abstract objects that are not explained within the game world: although not affected by events in the game world, the camera, and the cameraman, can be seen in mirrors. Another minor exception is the camera in the party game Monkey Boxing in Super Monkey Ball 2, which can be hit during the celebration scene when one of the monkeys has won the game.
Using the pattern
Cameras are used in games to create both Third-Person Views and God Views, and which of these should be supported is a fundamental choice for using the pattern. Depending on which is supported, Cameras can be differently good at providing Surprises, Tension, and Detective Structures.
The type of Camera is usually closely linked to how Focus Loci and Spatial Immersion are used in the game: games with Avatars useFirst-Person Views or Third-Person Views, while games with Units use God Views. While First-Person Views and Third-Person Views easily support Imperfect Information to players by limiting their control of the Camera, God Views can achieve similar effect by using Fog of War.
Games with Avatars that include fast movement often let the players choose from several different camera views based on First-Person View or Third-Person Views. Examples of these are chase cameras, which do not follow the Avatar but missiles or bullets shot by the Avatar and fly-by cameras, which lock the camera position while tracing the movement of the Avatar.
Making the decision to allow players to control the Camera include making decision of what Extra-Game Actions related to Cameras should be provided: rotation, zooming and absolute movement for God Views and rotation and zooming movement for First-Person Views and Third-Person Views. This increases players Freedom of Choice and Spatial Immersion (as not only the player can make the Avatar or Unit move in the world but also the Game World move around these) but increases the conflict with Consistent Reality Logic.
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.
Can Be Instantiated By
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Cameras provide players with views of Game Worlds, and those that can be manipulated by players allow them a Freedom of Choice in what parts of the Game Worlds they want to focus their attention on.
In games with Avatars this is typically limited in such a way that the Avatar is always in the center of the view. This maintains the symmetry between what the Avatar and the player sees so that Tension and Surprises can be achieved and also to strengthen spatial Immersion.
In games with Units, the Camera movement may be completely free to allow the players to move between different game elements and to enforce them to make Tradeoffs between which parts of the Game World to focus their attention on. The ease of the use of the Camera, and relevant Game State Overview, decides how much the game helps the players to perform Attention Swapping.
Can Instantiate
Potentially Conflicting With
Relations
Can Instantiate
Freedom of Choice, God Views, Third-Person Views
Can Modulate
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Can Be Instantiated By
Can Be Modulated By
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Possible Closure Effects
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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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