Difference between revisions of "Killcams"
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[[Killcams]] in the [[Call of Duty series|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 and when they themselves have died. | [[Killcams]] in the [[Call of Duty series|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 and when they themselves have died. | ||
− | The web site ''giantbomb.com'' has a [http://www.giantbomb.com/killcam/92-448/ list] of games using [[Killcams]]. | + | The web site ''giantbomb.com'' has a [http://www.giantbomb.com/killcam/92-448/ list] of games using [[Killcams]] as well as a [http://www.giantbomb.com/camera-following-projectile/92-5060/ list]] of games using ''Camera Following Projectiles''. |
== Using the pattern == | == Using the pattern == | ||
Although [[Killcams]] can be used for any types of games, it is most often used in games with [[First-Person Views]] and there to modulate [[Combat]]. The main design choices when making [[Killcams]] part of games is when to use them and how to use the [[Cameras]] that provide the [[Replays]] of the [[Combat]]. It is an [[:Category:Diegetic Patterns|Diegetic Pattern]]. | Although [[Killcams]] can be used for any types of games, it is most often used in games with [[First-Person Views]] and there to modulate [[Combat]]. The main design choices when making [[Killcams]] part of games is when to use them and how to use the [[Cameras]] that provide the [[Replays]] of the [[Combat]]. It is an [[:Category:Diegetic Patterns|Diegetic Pattern]]. | ||
+ | |||
+ | Deaths caused by [[Aim & Shoot]] actions often show the [[Killcams]] through following the flight of the projectile in a [[Replays|Replay]]. | ||
== Consequences == | == Consequences == |
Revision as of 07:50, 26 September 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 and to let them know how they were killed.
Contents
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 and when they themselves have died.
The web site giantbomb.com has a list of games using Killcams as well as a list] of games using Camera Following Projectiles.
Using the pattern
Although Killcams can be used for any types of games, it is most often used in games with First-Person Views and there to modulate Combat. The main design choices when making Killcams part of games is when to use them and how to use the Cameras that provide the Replays of the Combat. It is an Diegetic Pattern.
Deaths caused by Aim & Shoot actions often show the Killcams through following the flight of the projectile in a Replay.
Consequences
Killcams are basically Cutscenes that show Replays of the events leading up to Player Killing or other important deaths. Since it can reveal enemies positions in Combat - Sniper Locations especially - it can lessen the chances of Repeated Domination and for Multiplayer Games help create Player Balance.
By giving Point of Interest Indications in moving Third-Person Views, they can let players have Spatial Engrossment.
Relations
Can Instantiate
Cameras, Cutscenes, Point of Interest Indications, Replays, Spatial Engrossment, Third-Person Views
with Multiplayer Games
Can Modulate
Combat, First-Person Views, Player Killing, Repeated Domination, Sniper Locations
Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
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Acknowledgements
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