Difference between revisions of "Killcams"

From gdp3
Jump to: navigation, search
Line 1: Line 1:
 
[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
 
[[Category:Patterns]]
 
[[Category:Patterns]]
[[Category:Needs work]]
 
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]
[[Category:Needs examples]]
 
 
[[Category:Needs references]]
 
[[Category:Needs references]]
 
[[Category:Patterns created on the Wiki]]
 
[[Category:Patterns created on the Wiki]]
[[Category:Stub]]
 
 
''Replays of kills in games that are shown directly after they occur.''
 
''Replays of kills in games that are shown directly after they occur.''
  
Line 17: Line 14:
  
 
== Using the pattern ==
 
== Using the pattern ==
 
+
Although [[Killcams]] can be used for any types of games, it is most often used in games with [[First-Person Views]] and there to modulate [[Combat]]. The main design choices when making [[Killcams]] part of games is when to use them and how to use the [[Cameras]] that provide the [[Replays]] of the [[Combat]].
  
 
== Consequences ==
 
== Consequences ==
Line 23: Line 20:
  
 
By giving [[Point of Interest Indications]] in moving [[Third-Person Views]], they can let players have [[Spatial Engrossment]].  
 
By giving [[Point of Interest Indications]] in moving [[Third-Person Views]], they can let players have [[Spatial Engrossment]].  
 
=== Can Instantiate ===
 
[[Cameras]],
 
 
=== Can Modulate ===
 
[[First-Person Views]],
 
  
 
== Relations ==
 
== Relations ==

Revision as of 18:28, 6 August 2011

Replays of kills in games that are shown directly after they occur.

Deaths in games are usually important events. However, some games - especially first-person shooters - it can be difficult to perceive the circumstances in which they occurred. Killcams are solutions to this that simply replay the moments leading up to the deaths and may be used both to highlight players' own actions or let them know how they were killed.

Examples

Killcams in the Call of Duty and Battlefield series show players how they were killed - often revealing the position of the enemies that was the cause of their deaths. Fallout 3 and Fallout: New Vegas provide Killcams both when players have managed to kill enemies spectacularly or when they themselves have died.

The web site giantbomb.com has a list of games using Killcams.

Using the pattern

Although Killcams can be used for any types of games, it is most often used in games with First-Person Views and there to modulate Combat. The main design choices when making Killcams part of games is when to use them and how to use the Cameras that provide the Replays of the Combat.

Consequences

Killcams are basically Cutscenes that show Replays of the events leading up to Player Killing or other important deaths. Since it can reveal enemies positions in Combat - Sniper Locations especially - it can lessen the chances of Repeated Domination and for Multiplayer Games help create Player Balance.

By giving Point of Interest Indications in moving Third-Person Views, they can let players have Spatial Engrossment.

Relations

Can Instantiate

Cameras, Cutscenes, Point of Interest Indications, Replays, Spatial Engrossment, Third-Person Views

with Multiplayer Games

Player Balance

Can Modulate

Combat, First-Person Views, Player Killing, Repeated Domination, Sniper Locations

Can Be Instantiated By

-

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements

-