Difference between revisions of "Cameras"

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[[Category:Information Patterns]]
 
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=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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[[Cameras]] is an [[:Category:Diegetic Patterns|Diegetic Pattern]].
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
 
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[[Cameras]] is an [[:Category:Interface Patterns|Interface Pattern]].
=== Narrative Aspects ===
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== Consequences ==
 
== Consequences ==

Revision as of 07:27, 7 August 2011

...

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.

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.

Tomb Raider series

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

Killcams


Diegetic Aspects

Cameras is an Diegetic Pattern.

Interface Aspects

Cameras is an Interface Pattern.

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. Game State Overviews are supported by Cameras both when they are used for God Views and Third-Person Views since in both cases players can observe Game Worlds with better views than any specific game element (for Third-Person Views a large part of this can be simply to see the entity tracked). The ease of using Cameras, decides in a great extent how much games help players perform Attention Swapping.

In games with Avatars, Cameras are typically limited in such a way that they are always in the center of players' views (but see the Sims series for an exception). This maintains the symmetry between what Avatars and players sees so that Tension and Surprises can be achieved and also to strengthen Spatial Engrossment. In games with Units, Camera movement is often completely free to allow the players to move between different game elements and to force them to make Trade-Offs between which parts of Game Worlds to focus their attention on.

Cameras have a fundamental conflict with Diegetic Consistency since they are incorporeal entities and present players with views that no diegetic entity currently has and possibly never could have.

Relations

Can Instantiate

Freedom of Choice, Game State Overviews, God Views, Third-Person Views, Trade-Offs

Can Modulate

Attention Swapping, Game Worlds

Can Be Instantiated By

Killcams

Can Be Modulated By

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Possible Closure Effects

-

Potentially Conflicting With

Diegetic Consistency

History

An updated version of the pattern Cameras that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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