Vision Modes
From gdp3
Revision as of 13:35, 8 August 2011 by Staffan Björk (Talk | contribs)
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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.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Diegetically Outstanding Features
with First-Person Views
Characters, Player/Character Skill Composites
Can Modulate
Line of Sight, Third-Person Views
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki. However, it was first reported as a design feature in games by Linderoth (2010)[1].
References
- ↑ 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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