Split-Screen Views
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Borderlands and the Call of Duty, Halo, and Left 4 Dead series are examples of games allowing Split-Screen Views, at least on console versions of the games. Other examples - which are not First-Person Shooters - include the Mario Kart, Guitar Hero, and Super Monkey Ball series. Later installments in the Lego Star Wars series, which supports players joining and dropping out of the game without stopping game sessions, introduces split-screens dynamically as they are needed.
The Giant Bomb web site has a page for the concept of split-screen multiplayer which includes several more examples[1], and another one for dynamic split-screen[2].
Using the pattern
The options when designing Split-Screen Views are mainly how to screen space. For two views this is a basically a question of split the screen horizontally or vertically. Four views are easily achieved by splitting both ways. This is typically also done for three views, but then the "spare" view is often used to provide some form of Game State Overview. More views that four are rarely used (see the Wikipedia page for split screen for examples[3].
The above has assumed that the Split-Screen Views have been to support Real-Time Games to be Multiplayer Games. This is because other types of Multiplayer Games can make use of Hotseating and Single-Player Games] rarely seem to need to show multiple perspectives at once. This is however something that is used in movies, and the game XIII shows how this can be used in a Single-Player Game to insert additional perspective into players' displays (a form of Game State Overviews).
Diegetic Aspects]]
Although Split-Screen Views does not per se break Diegetic Consistency, it does make it difficult to maintain Detective Structures in the revealing of information in games.
Interface Aspects
Dealing with how to present information to several players on one screen, Split-Screen Views is an Information and Interface Pattern.
Consequences
Split-Screen Views allow for computer-based Real-Time Games to be Multiplayer Games even if they only can use one screen, and even when they support several screens provide players with an alternative where they can have better overview of each others actions. That player can see what the others are doing even if their Focus Loci are not co-present in a Game World can ease Cooperation. However, this pattern can make it difficult to have Asymmetric Information in a games since all players co-located and viewing the same Split-Screen View can see what the others sees.
Relations
Can Instantiate
Can Modulate
Cooperation, Multiplayer Games, Real-Time Games
Can Be Instantiated By
-
Can Be Modulated By
Drop-In/Drop-Out, Game State Overviews
Possible Closure Effects
-
Potentially Conflicting With
Asymmetric Information, Detective Structures
History
New pattern created in this wiki.
References
- ↑ Giant bomb's page for Split-Screen Multiplayer.
- ↑ Giant bomb's page for Dynamic Split-Screen.
- ↑ Wikipedia's page for Split Screen.