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.
Contents
Examples
The later installments of the Fallout series use Point of Interest Indications on mini-maps to make players aware of potentially interest areas before their characters can actually perceive these.
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. These can also be apply abstract through pointing out places on Mini-maps. They are nearly always Geospatial Game Widgets since they need to point of places in Game Worlds.
Although a lot of places in Game Worlds may be qualify to have Point of Interest Indications, Goal Points are most often shown to players through these. Killcams are specific Point of Interest Indications for spots where kills have just occurred.
Interface Aspects
Point of Interest Indications is both an Information and Interface Pattern.
Consequences
Besides pointing out what can be interacted with in Game Worlds, Point of Interest Indications can draw players' attention to Clues. More generally, Point of Interest Indications can be used to augmented already Diegetically Outstanding Features so that players are extremely unlikely to miss them.
When used initial in games to point of how to play a game but then removed, Point of Interest Indications can support Smooth Learning Curves.
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.
Relations
Can Instantiate
with First-Person Views
Characters, Player/Character Skill Composites
Can Modulate
Clues, Diegetically Outstanding Features, First-Person Views, Game Worlds, Goal Points, God Views, Mini-maps, Third-Person Views
Can Be Instantiated By
Geospatial Game Widgets, Killcams
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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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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