Geospatial Game Widgets

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

This pattern is a still a stub.

Examples

character outlines Left 4 Dead Series

checkpoint beacons in the Grand Theft Auto series and Mirror's Edge

Splinter Cell: Conviction

Splinter Cell series

[Spatial Engrossment]]


Using the pattern

Geospatial Game Widgets are used to provide information to players at specific locations in Game Worlds and Levels.


Clues

Goal Points such as check point in Racing Games

Characters Game State Indicators Speed Runs


Avatars Pick-Ups

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.

Interface Aspects

Narrative Aspects

Consequences

As mentioned above, Geospatial Game Widgets break Diegetic Consistency by introducing non-diegetic elements into Game Worlds or Levels.

Relations

Can Instantiate

with ...

Can Modulate

Game Worlds, Levels

Can Be Instantiated By

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