Vision Modes

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This pattern is a still a stub.

See Linderoth (2010)[1] for a discussion on how Vision Modes affect how players learn to play games.

Examples

The Alien vs Predator series of first-person shooters provided those that played members of the predator race with the possibility of viewing the game worlds in several different ways, e.g. through thermal or electron-magnetic field detection. Proper use of these can give distinct advantages while misuse can effectively render the players blind. Players of Batman: Arkham Asylum can activate a detective mode to have certain game elements highlighted. Players of Assassin's Creed 2 can similarly use an eagle vision to point out dangers, hidden treasures, and secret markings on buildings.

Some games supply Vision Modes through equipment characters can carry. The Battlefield and Call of Duty series does this through weapons with scopes and thermal sights, while the Elder Scrolls series has night vision spells. Fantasy Roleplaying Games such as Dungeons & Dragons provide certain races with infravision or ultravision. GURPS does this in most of its fantasy setting while the modern or futuristic ones have equipment to provide Vision Modes.

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Diegetically Outstanding Features, Secrets

with First-Person Views

Characters, Player/Character Skill Composites

Can Modulate

First-Person Views, Line of Sight, Third-Person Views

Can Be Instantiated By

Privileged Abilities, Tools

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. However, it was first reported as a design feature in games by Linderoth (2010)[1].

References

  1. 1.0 1.1 Linderoth, J. (2010). Why gamers donʼt learn more - An ecological approach to games as learning environment, in Nordic DiGRA 2010.

Acknowledgements

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