Difference between revisions of "Geospatial Game Widgets"

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(Examples)
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=== Examples ===
 
=== Examples ===
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Games that include racing portions or modes, e.g. the [[Grand Theft Auto series]] and [[Mirror's Edge]], use [[Geospatial Game Widgets]] for the way points that players need to pass in order to follow the assign routes. [[Heavy Rain]] gives players game interface placed in the environment to show which parts of it can be examined for clues, while [[Dead Space]] points out the present of items that can be picked up by showing information about them as diegetic holograms in the items' immediate vicinity. While these can only be seen if the actual items can be seen, the [[Left 4 Dead Series]] puts glowing outlines around players' avatars and important items in the environment that can be seen through solid object so they can be located even if they are not directly in a player's line of sight.
  
character outlines [[Left 4 Dead Series]]
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[[Splinter Cell: Conviction]] in the [[Splinter Cell series]] projects information about the current mission a player has on walls in the game world, but does so without diegetically explain why.
  
checkpoint beacons in the [[Grand Theft Auto series]] and [[Mirror's Edge]]
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[[World of Warcraft]] use mobile [[Geospatial Game Widgets]] to presents the name of players as free floating text above their avatars that follow the avatars as they move.
  
[[Splinter Cell: Conviction]]
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[[Geospatial Game Widgets]] can exist in [[:Category:Board Games|Board Games]] as well. Examples of games that make use of these to show goal destinations include [[Ricochet Robots]] and [[RoboRally]]. The [[:Category:War Games|War Game]] [[Advanced Squad Leader]] uses many token that are place on top of units to show specific statuses they may have, including being pinned down, stunned, demoralized, or having prepared for firing or having first fire advantage.
 
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[[Splinter Cell series]]
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[[World of Warcraft]]
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[[Dead Space]]
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[[Heavy Rain]]
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[[Geospatial Game Widgets]] can exist in [[:Category:Board Games|Board Games]] as well. Examples of games that make use of these to show goal destinations include [[Ricochet Robots]] and [[RoboRally]].
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== Using the pattern ==
 
== Using the pattern ==
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[[Book-Keeping Tokens]]
  
 
[[Geospatial Game Widgets]] do not have to be their own independent game elements but can be closely tied to other game elements. One such example is to show the [[Health]] of [[Units]] directly above them or, as [[World of Warcraft]] does, show players' [[Handles]] hovering above their [[Avatars]]. The [[Left 4 Dead series]] has another version of tying [[Geospatial Game Widgets]] to [[Avatars]] - in these games the outlines of [[Avatars]] become glowing so that survivor players can notice each other through walls and other solid objects. More generally, [[Geospatial Game Widget]] can show information related to the abstract attributes of [[Characters]] in direct proximity to [[Avatars]]. Besides [[Avatars]] and [[Units]], [[Pick-Ups]] are likely candidates to be augmented with [[Geospatial Game Widgets]] (shown for example in [[Dead Space]]) to lessen the risk that players miss noticing their locations.
 
[[Geospatial Game Widgets]] do not have to be their own independent game elements but can be closely tied to other game elements. One such example is to show the [[Health]] of [[Units]] directly above them or, as [[World of Warcraft]] does, show players' [[Handles]] hovering above their [[Avatars]]. The [[Left 4 Dead series]] has another version of tying [[Geospatial Game Widgets]] to [[Avatars]] - in these games the outlines of [[Avatars]] become glowing so that survivor players can notice each other through walls and other solid objects. More generally, [[Geospatial Game Widget]] can show information related to the abstract attributes of [[Characters]] in direct proximity to [[Avatars]]. Besides [[Avatars]] and [[Units]], [[Pick-Ups]] are likely candidates to be augmented with [[Geospatial Game Widgets]] (shown for example in [[Dead Space]]) to lessen the risk that players miss noticing their locations.

Revision as of 20:09, 22 March 2011

Game elements that are located in the diegetic world but are not diegetically present.

This pattern is a still a stub.

Examples

Games that include racing portions or modes, e.g. the Grand Theft Auto series and Mirror's Edge, use Geospatial Game Widgets for the way points that players need to pass in order to follow the assign routes. Heavy Rain gives players game interface placed in the environment to show which parts of it can be examined for clues, while Dead Space points out the present of items that can be picked up by showing information about them as diegetic holograms in the items' immediate vicinity. While these can only be seen if the actual items can be seen, the Left 4 Dead Series puts glowing outlines around players' avatars and important items in the environment that can be seen through solid object so they can be located even if they are not directly in a player's line of sight.

Splinter Cell: Conviction in the Splinter Cell series projects information about the current mission a player has on walls in the game world, but does so without diegetically explain why.

World of Warcraft use mobile Geospatial Game Widgets to presents the name of players as free floating text above their avatars that follow the avatars as they move.

Geospatial Game Widgets can exist in Board Games as well. Examples of games that make use of these to show goal destinations include Ricochet Robots and RoboRally. The War Game Advanced Squad Leader uses many token that are place on top of units to show specific statuses they may have, including being pinned down, stunned, demoralized, or having prepared for firing or having first fire advantage.

Using the pattern

Geospatial Game Widgets are used to provide information to players at specific locations in Game Worlds and Levels, so using them consist of choosing what information is to be shown and where to show it.

Showing where Goal Points exist is one common example of what Geospatial Game Widgets are used for, this since there may not be a plausible way to include this in the game's diegesis.

such as check point in Racing Games

Clues Traces


Book-Keeping Tokens

Geospatial Game Widgets do not have to be their own independent game elements but can be closely tied to other game elements. One such example is to show the Health of Units directly above them or, as World of Warcraft does, show players' Handles hovering above their Avatars. The Left 4 Dead series has another version of tying Geospatial Game Widgets to Avatars - in these games the outlines of Avatars become glowing so that survivor players can notice each other through walls and other solid objects. More generally, Geospatial Game Widget can show information related to the abstract attributes of Characters in direct proximity to Avatars. Besides Avatars and Units, Pick-Ups are likely candidates to be augmented with Geospatial Game Widgets (shown for example in Dead Space) to lessen the risk that players miss noticing their locations.

Ghosts are Geospatial Game Widgets that show the gameplay of players in earlier game sessions.

Spatial Engrossment




Diegetic Aspects

Diegetic Consistency is harder to maintain in games with Geospatial Game Widgets since these are non-diegetic in their nature. This is especially true when they are no occluded by diegetic elements, as is the case for the outlines of Avatars and specific Pick-Ups in the Left 4 Dead Series. They can in some cases be diegetically explained if this includes explaining their insubstantiality, Dead Space does this by explaining the Geospatial Game Widgets are holograms.

Interface Aspects

As information providers, Geospatial Game Widgets are interface components.

Consequences

Geospatial Game Widgets are Game State Indicators that, as mentioned above, often break Diegetic Consistency by introducing non-diegetic elements into Game Worlds or Levels. In games with Cooperation they can support Coordination, especially when they bluntly ignore Diegetic Consistency to be visible through diegetic elements.

Relations

Can Instantiate

Game State Indicators

with Cooperation

Coordination

Can Modulate

Avatars, Characters, Game Worlds, Handles, Health, Levels, Pick-Ups, Units

Can Be Instantiated By

Ghosts

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Diegetic Consistency

History

New pattern created in this wiki, based on the concept of Geometric elements in Fagerholt & Lorentzon[1].

References

  1. Fagerholt, E. & Lorentzon, M. (2009). Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games. Master of Science Thesis, Department of Computer Science and Engineering Division of Interaction Design, Chalmers University of Technology.

Acknowledgements

Erik Fagerholt, Magnus Lorentzon