Geospatial Game Widgets
Game elements that are located in the diegetic world but are not diegetically present.
This pattern is a still a stub.
Contents
Examples
character outlines Left 4 Dead Series
checkpoint beacons in the Grand Theft Auto series and Mirror's Edge
[Spatial Engrossment]]
Using the pattern
Goal Points such as check point in Racing Games
Levels Characters Game State Indicators Speed Runs
Diegetic Aspects
Diegetic Consistency is harder to maintain in games with Geospatial Game Widgets since these are non-diegetic in their nature. This is especially true when they are no occluded by diegetic elements, as is the case for the outlines of Avatars and specific Pick-Ups in the Left 4 Dead Series.
Interface Aspects
Narrative Aspects
Consequences
As mentioned above, Geospatial Game Widgets break Diegetic Consistency by introducing non-diegetic elements into Gamw Worlds.
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki, based on the concept of Geometric elements in Fagerholt & Lorentzon[1].
References
- ↑ Fagerholt, E. & Lorentzon, M. (2009). Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games. Master of Science Thesis, Department of Computer Science and Engineering Division of Interaction Design, Chalmers University of Technology.
Acknowledgements
Erik Fagerholt, Magnus Lorentzon