Line of Sight

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The requirement of an clear view from the agent doing an action to the target of the action.

Many of the actions done in games are done through avatars or units, and these may diegetically not be able to perceived the game state in the same way as the players controlling them. When the avatars and units can only act on things they themselves can perceive this is most often determined if they have a clear Line of Sight to that which they wish to interact with.

Examples

Most Miniature Games and tactical Wargames, e.g. Warhammer 40K, Advanced Squad Leader, and Memoir '44, require that firing units have clear Line of Sight to their targets. This is in many cases not only dependent on the absence of buildings, rubble, and blocking vegetation but also the ground itself when the battlefield has height differences. Units excepted from having to have Line of Sight include artillery and other units capable of indirect fire, but these may require having other units spotting for them.

In Frag avatars can only shoot at the other avatars which are not hidden behind walls.

Using the pattern

Quick Travel Combat Aim & Shoot

Focus Loci


Line of Sight requires that there is something that can block it in the Levels or Game Worlds, and this is typically Environmental Effects, Game Items, or simply walls and other Obstacles.

The presence of Line of Sight in a game can be used to create Alignment goals.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Line of Sight change how players have to relate to Game Worlds and Levels, and what is in them.

Relations

Can Instantiate

Alignment

with ...

Can Modulate

Game Worlds, Levels

Can Be Instantiated By

Can Be Modulated By

Environmental Effects, Game Items, Obstacles

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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Acknowledgements

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