Difference between revisions of "Picture-in-Picture Views"

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== Using the pattern ==
 
== Using the pattern ==
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One reason for using [[Picture-in-Picture Views]] is to create [[Point of Interest Indications]] on the fly during gameplay. An example of this is when [[Killcams]] do not take over the entire game presentation but just a small portion of it.
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An option for [[Picture-in-Picture Views]] is to make it possible for players to change the views. This can either be by toggling through different views - which may be from the
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[[Vision Modes]]
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 
[[Cameras]]
 
[[Cameras]]
 
=== Can Modulate ===
 
[[Killcams]]
 
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===

Revision as of 09:22, 15 October 2012

Games which make use of presentations inside other presentations.

This pattern is a still a stub.

Examples

probes in deus ex

additional screens in openTTD and Transport Tycoon

System Shock has the Sense-around hardware implant that allows you to see behind you (v1) and even full 360 view (v3) according to the reference card. The view is seen as "picture in picture" on the HUD.

Although they sometimes take up all of the screen space instead of just some, sticky cameras in the Splinter Cell series are examples of Picture-in-Picture Views.

[1]

wingmen facecams in e.g. Star Fox series

XIII

Using the pattern

One reason for using Picture-in-Picture Views is to create Point of Interest Indications on the fly during gameplay. An example of this is when Killcams do not take over the entire game presentation but just a small portion of it.

An option for Picture-in-Picture Views is to make it possible for players to change the views. This can either be by toggling through different views - which may be from the

Vision Modes


Can Be Instantiated By

Mini-maps

Can Be Modulated By

Cameras

Diegetic Aspects

While it may seem that Picture-in-Picture Views might challenge the Diegetic Consistency of a game, this can easily be avoided by introducing diegetic elements that can provide images from afar.

Interface Aspects

Picture-in-Picture Views is an Interface Pattern. Alternatives to it include Auxiliary Game Screens and Split-Screen Views.

Consequences

Picture-in-Picture Views are a form of Split-Screen Views. They typically create Third-Person Views (conceivably it would instead be First-Person Views if they are used to form Split-Screen Views of diegetic entities that can look at several independent things at once).

Game State Overviews can be supported by Picture-in-Picture Views by either local or global view, where Mini-maps is a typical example. When the information presented is abstract, the pattern can be seen as providing Game State Indicators although it may also be interpreted as abstract diegetic information.

Relations

Can Instantiate

Game State Indicators, Game State Overviews, Point of Interest Indications, Split-Screen Views, Third-Person Views

Can Modulate

Killcams

Can Be Instantiated By

Mini-maps

Can Be Modulated By

Cameras

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

Kelvin Autenrieth, Jason Begy, Daniel Bernhoff, Janne Paavilainen, Orvar Säfström, Jose Zagal