Difference between revisions of "Mini-maps"

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== Using the pattern ==
 
== Using the pattern ==
[[Mini-maps]] are designed by choosing how to present [[Game Worlds]] in a small and compact fashion. While they typically always show the main differences in the environment (e.g. land, sea) and where players' [[Focus Loci]] are located, not all allow players to change what part of the [[Game Worlds]] they can see through the use of zooming and panning. [[Clues]], [[Installations]], and other players' [[Focus Loci]] are game elements in the [[Game Worlds]] that can be interesting to shown on [[Mini-maps]], as are the locations of [[Environmental Effects]] and [[Goal Points]].
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[[Mini-maps]] are designed by choosing how to present [[Game Worlds]] or [[Levels]] in a small and compact fashion (whenever [[Game Worlds]] are mentioned in the following this applies to [[Levels]] as well). While they typically always show the main differences in the environment (e.g. land, sea) and where players' [[Focus Loci]] are located, not all allow players to change what part of the [[Game Worlds]] they can see through the use of zooming and panning. [[Clues]], [[Installations]], and other players' [[Focus Loci]] are game elements in the [[Game Worlds]] that can be interesting to shown on [[Mini-maps]], as are the locations of [[Environmental Effects]] and [[Goal Points]].
  
 
[[Mini-maps]] can be modulated by [[Fog of War]], although this typically a logical consequence of applying it to [[Game Worlds]] first. An exception can be games with [[First-Person Views]] where players can see everything in their line-of-sight - here the main interface may not have [[Fog of War]] but the [[Mini-maps]] do.
 
[[Mini-maps]] can be modulated by [[Fog of War]], although this typically a logical consequence of applying it to [[Game Worlds]] first. An exception can be games with [[First-Person Views]] where players can see everything in their line-of-sight - here the main interface may not have [[Fog of War]] but the [[Mini-maps]] do.
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[[Goal Points]],  
 
[[Goal Points]],  
 
[[Installations]],  
 
[[Installations]],  
 +
[[Levels]],
 
[[Multiplayer Games]],  
 
[[Multiplayer Games]],  
 
[[Teams]]
 
[[Teams]]

Revision as of 15:14, 20 March 2011

Maps that provide overviews of the game world.

Many games provide game worlds that are so large that players cannot see all of them at once. When this makes it difficult for players to know where they or other friendly players are, or where they should be going games can alleviate this through the use of Mini-maps. These are interface components that provide an overview of the game world independent of the main presentation and can thereby show both a larger area and one that is not necessary the one where players are.

Examples

In the Civilization series, players can use Mini-maps to quickly move between different parts of the game world, seeing the contours landmasses as well as civilizations and individual cities.

The Mini-maps in World of Warcraft does not only show players where their characters are, but also their objectives, party members, raid members, and possibly their corpses from the previous time they died.

Using the pattern

Mini-maps are designed by choosing how to present Game Worlds or Levels in a small and compact fashion (whenever Game Worlds are mentioned in the following this applies to Levels as well). While they typically always show the main differences in the environment (e.g. land, sea) and where players' Focus Loci are located, not all allow players to change what part of the Game Worlds they can see through the use of zooming and panning. Clues, Installations, and other players' Focus Loci are game elements in the Game Worlds that can be interesting to shown on Mini-maps, as are the locations of Environmental Effects and Goal Points.

Mini-maps can be modulated by Fog of War, although this typically a logical consequence of applying it to Game Worlds first. An exception can be games with First-Person Views where players can see everything in their line-of-sight - here the main interface may not have Fog of War but the Mini-maps do.

Interface Aspects

As an Interface Pattern, all aspects of Mini-maps are related to a game's interface.

Consequences

Mini-maps provide Game State Overviews about the relation between players' Focus Loci and the Game Worlds, and often also Game State Indicators about other information besides that of where the Focus Loci is. By doing so Mini-maps can either make Game World Navigation easier or make it so trivial that it ceases to be a challenge.

For Multiplayer Games with Teams, Mini-Maps can be instrumental in achieving Coordination and through that Team Combos and Team Strategy Identification,

Mini-maps may disrupt Spatial Engrossment if they are consulted since they present a different perspective of Game Worlds than the main interface.

Relations

Can Instantiate

Game State Indicators, Game State Overview

with Teams

Coordination, Team Combos, Team Strategy Identification

Can Modulate

Clues, Focus Loci, Game World Navigation, Game Worlds, Goal Points, Installations, Levels, Multiplayer Games, Teams

Can Be Instantiated By

-

Can Be Modulated By

Fog of War

Possible Closure Effects

-

Potentially Conflicting With

Game World Navigation, Spatial Engrossment

History

New pattern created in this wiki.

References

-

Acknowledgements

-