Mini-maps
Maps that provide overviews of the game world.
Many games provide game worlds that are so large that players cannot see all of them at once. When this makes it difficult for players to know where they or other friendly players are, or where they should be going games can alleviate this through the use of Mini-maps. These are interface components that provide an overview of the game world independent of the main presentation and can thereby show both a larger area and one that is not necessary the one where players are.
Contents
Examples
In the Civilization series, players can use Mini-maps to quickly move between different parts of the game world, seeing the contours landmasses as well as civilizations and individual cities.
The Mini-maps in World of Warcraft does not only show players where their characters are, but also their objectives, party members, raid members, and possibly their corpses from the previous time they died.
Using the pattern
Mini-maps are designed by choosing how to present Game Worlds or Levels in a small and compact fashion (whenever Game Worlds are mentioned in the following this applies to Levels as well). While they typically always show the main differences in the environment (e.g. land, sea, and important Environmental Effects) and where players' Focus Loci are located, not all allow players to change what part of the Game Worlds they can see through the use of zooming and panning. Clues, Installations and other Strategic Locations, as well as other players' Focus Loci are game elements in the Game Worlds that can be interesting to shown on Mini-maps. The same goes for the locations of Environmental Effects and Goal Points. To make them more subtle, Clues may only exist in Mini-maps to indicate generally where something interesting may be found but still force players to perceive Game Worlds directly to pinpoint things.
Mini-maps can be modulated by Fog of War, although this typically a logical consequence of applying it to Game Worlds first. An exception can be games with First-Person Views where players can see everything in their Line of Sight - here the main interface may not have Fog of War but the Mini-maps do. Geospatial Game Widgets is another example of a pattern which can be applied to Mini-maps instead of Game Worlds: a common use of this is to allow players to point of places of interest to each other by drawing attentions to certain parts of the Mini-maps.
Interface Aspects
As an Interface Pattern, all aspects of Mini-maps are related to a game's interface.
Consequences
Mini-maps provide Game State Overviews about the relation between players' Focus Loci and the Game Worlds, and often also Game State Indicators about other information besides that of where the Focus Loci is. By doing so Mini-maps can either make Game World Navigation easier or make it so trivial that it ceases to be a challenge.
For Multiplayer Games with Teams, Mini-maps can be instrumental in achieving Coordination and through that Team Combos and Team Strategy Identification,
Mini-maps may disrupt Spatial Engrossment if they are consulted since they present a different perspective of Game Worlds than the main interface.
Relations
Can Instantiate
Clues, Game State Indicators, Game State Overviews
with Teams
Coordination, Team Combos, Team Strategy Identification
Can Modulate
Clues, Environmental Effects, Focus Loci, Game World Navigation, Game Worlds, Goal Points, Installations, Levels, Multiplayer Games, Strategic Locations, Teams
Can Be Instantiated By
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Can Be Modulated By
Fog of War, Geospatial Game Widgets
Possible Closure Effects
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Potentially Conflicting With
Game World Navigation, Spatial Engrossment
History
New pattern created in this wiki.
References
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Acknowledgements
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