Difference between revisions of "Picture-in-Picture Views"

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[[Point of Interest Indications]],  
 
[[Point of Interest Indications]],  
 
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[[Third-Person Views]]
 
[[Third-Person Views]]
  

Revision as of 07:44, 15 October 2012

Games which make use of presentations inside other presentations.

This pattern is a still a stub.

Examples

probes in deus ex

additional screens in openTTD and Transport Tycoon

System Shock has the Sense-around hardware implant that allows you to see behind you (v1) and even full 360 view (v3) according to the reference card. The view is seen as "picture in picture" on the HUD.

Although they sometimes take up all of the screen space instead of just some, sticky cameras in the Splinter Cell series are examples of Picture-in-Picture Views.

[1]

wingmen facecams in e.g. Star Fox series

XIII

Using the pattern

Can Be Instantiated By

Mini-maps

Can Be Modulated By

Cameras

Can Modulate

Killcams

Diegetic Aspects

While it may seem that Picture-in-Picture Views might challenge the Diegetic Consistency of a game, this can easily be avoided by introducing diegetic elements that can provide images from afar.

Interface Aspects

Picture-in-Picture Views is an Interface Pattern. Alternatives to it include Auxiliary Game Screens and Split-Screen Views.

Consequences

Can Instantiate

Game State Indicators, Game State Overviews, Point of Interest Indications, Split-Screen Views,


Third-Person Views

Relations

Can Instantiate

Game State Indicators, Game State Overviews, Point of Interest Indications, Split-Screen Views, Third-Person Views

Can Modulate

Killcams

Can Be Instantiated By

Mini-maps

Can Be Modulated By

Cameras

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

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Acknowledgements

Kelvin Autenrieth, Jason Begy, Daniel Bernhoff, Janne Paavilainen, Orvar Säfström, Jose Zagal