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
Using the pattern
Geospatial Game Widgets are used to provide information to players at specific locations in Game Worlds and Levels.
Geospatial Game Widgets do not have to be their own independent game elements but can be closely tied to other game elements.
One such example is to show the Health of Units directly above them or, as World of Warcraft does, show players' Handles hovering above their Avatars. The Left 4 Dead series has another version of tying Geospatial Game Widgets to Avatars - in these games the outlines of Avatars become glowing so that survivor players can notice each other through walls and other solid objects. More generally, Geospatial Game Widget can show information related to the abstract attributes of Characters in direct proximity to Avatars.
Goal Points such as check point in Racing Games
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 Game Worlds or Levels. In games with Cooperation they can support Coordination, especially when they bluntly ignore Diegetic Consistency to be visible through diegetic elements.
Relations
Can Instantiate
with Cooperation
Can Modulate
Avatars, Characters, Game Worlds, Handles, Health, Levels, Units
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