Difference between revisions of "God Fingers"

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=== Interface Aspects ===
 
=== Interface Aspects ===
[[God Fingers]] is a [[:Category:Interface Patterns|Interface Pattern]]. They are not compatible with [[First-Person Views]] but do not necessarily need to be combined with [[Third-Person Views]] since players' focus do not need to be centered on any [[Avatars]] or [[Units]]. [[Fog of War]] can modulate [[God Fingers]] by letting players navigate [[Game Worlds]] using the [[God Fingers]] but without revealing information that the players' [[Avatars]] or [[Units]] could observe.
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[[God Fingers]] is a [[:Category:Interface Patterns|Interface Pattern]]. They are not compatible with [[First-Person Views]] and are quite natural ways of modulating [[God Views]] - especially since they can allow panning and scrolling so that new parts of [[Game Worlds]] can be viewed. They can be weakly combined with [[Third-Person Views]] through locking players' views onto [[Avatars]] or [[Units]] when these have been selected (the [[Sims series]] supports this for example). [[Fog of War]] can modulate [[God Fingers]] by letting players navigate [[Game Worlds]] using the [[God Fingers]] but without revealing information that the players' [[Avatars]] or [[Units]] could observe.
  
 
== Consequences ==
 
== Consequences ==
[[God Fingers]] are [[Geospatial Game Widgets]] that function as [[Focus Loci]] for players, allowing them to navigate [[Game Worlds]] more or less independently of where their [[Avatars]] and [[Units]] are. By doing so, they make it easier to handle [[Attention Demanding]] events in games but may also limit the use of [[Surprises]] and the feeling of [[Spatial Engrossment]] as [[God Fingers]] since players can have .
+
[[God Fingers]] are [[Geospatial Game Widgets]] that function as [[Focus Loci]] for players, allowing them to navigate [[Game Worlds]] more or less independently of where their [[Avatars]] and [[Units]] are. They can also be used to select these or what actions these should do, making players omnipresent in the [[Game Worlds]]. By doing so, they make it easier to handle [[Attention Demanding]] events in games but may also limit the use of [[Surprises]] and the feeling of [[Spatial Engrossment]] as [[God Fingers]] since players can have .
  
 
== Relations ==
 
== Relations ==
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=== Can Modulate ===
 
=== Can Modulate ===
[[Attention Demanding]]
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[[Attention Demanding]],
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[[God Views]],
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[[Third-Person Views]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===

Revision as of 09:09, 3 August 2011

Graphical interface components in computer games that display players' current point of interact.

A God Finger is a game element that allows the player to affect the game world, but which cannot be affected by events in the game world itself. It is quite often a mouse pointer similar - or the same - as found in graphical computer operating systems.

Examples

While it is unclear in the Sims series what the pointers used to select Sims or game items represent, the cursors in god games of the Black & White series are literally God Fingers.

Many real-time strategy games, e.g. the Command and Conquer, Starcraft, and Warcraft series, make use of God Fingers in the form of a cursor that is used to select individual units or groups.

Using the pattern

While the design of God Fingers themselves are pretty straight forward - they are pointers that players should be able to use to indicate where they wish to interact with Game Worlds or Levels - what interactions they provide offers some options. The simplest use of God Fingers is to let players select Avatars or Units they wish to use. This can be followed by either using the God Fingers again to indicate where these should move or what they should attack, or using menus to select actions; for games allowing many types of interaction (e.g. the Sims series) this may be changed to first selecting an Avatar, then the item or other Avatar to interact with and finally selecting what type of action should be done. However, God Fingers can also act as Focus Loci for actions that are independent of Avatarsor Units or to specify the effect areas of ranged actions, for example, by selecting an area by stating its boundaries.

Diegetic Aspects

God Fingers are typically outside the Diegetic Consistency of games but exceptions are possible, e.g. by placing the player in the role of a god as the Black & White series does.

Interface Aspects

God Fingers is a Interface Pattern. They are not compatible with First-Person Views and are quite natural ways of modulating God Views - especially since they can allow panning and scrolling so that new parts of Game Worlds can be viewed. They can be weakly combined with Third-Person Views through locking players' views onto Avatars or Units when these have been selected (the Sims series supports this for example). Fog of War can modulate God Fingers by letting players navigate Game Worlds using the God Fingers but without revealing information that the players' Avatars or Units could observe.

Consequences

God Fingers are Geospatial Game Widgets that function as Focus Loci for players, allowing them to navigate Game Worlds more or less independently of where their Avatars and Units are. They can also be used to select these or what actions these should do, making players omnipresent in the Game Worlds. By doing so, they make it easier to handle Attention Demanding events in games but may also limit the use of Surprises and the feeling of Spatial Engrossment as God Fingers since players can have .

Relations

Can Instantiate

Focus Loci, Geospatial Game Widgets

Can Modulate

Attention Demanding, God Views, Third-Person Views

Can Be Instantiated By

-

Can Be Modulated By

Fog of War

Possible Closure Effects

-

Potentially Conflicting With

Diegetic Consistency, Spatial Engrossment, Surprises

History

An updated version of the pattern God's Finger that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

-