Vision Modes

From gdp3
Revision as of 13:35, 8 August 2011 by Staffan Björk (Talk | contribs)

Jump to: navigation, search

...

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

Alien vs Predator series

Assassin's Creed 2

Batman: Arkham Asylum

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Privileged Abilities Secrets


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. 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

-