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

World of Warcraft


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.

Traces

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.

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

Spatial Engrossment


Clues

Goal Points such as check point in Racing Games



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

Geospatial Game Widgets are Game State Indicators that, as mentioned above, 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, 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