Point of Interest Indicators

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This pattern is a still a stub.

See Linderoth (2010)[1] for details on how Point of Interest Indications affect how players learn to play games.

Examples

Using the pattern

Point of Interest Indications can be used with all different types of ways of presenting Game Worlds, i.e. First-Person, Third-Person, and God Views.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Since Point of Interest Indications can represent perceptual abilities of Characters in games with First-Person Views, the pattern can imply such as well as Player/Character Skill Composites.

Point of Interest Indications


Can Modulate

Clues, Diegetically Outstanding Features,

Can Be Instantiated By

Killcams

Relations

Can Instantiate

-

with First-Person Views

Characters, Player/Character Skill Composites

Can Modulate

Clues, Diegetically Outstanding Features, First-Person Views, Game Worlds, God Views, Third-Person Views

Can Be Instantiated By

Killcams

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

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