Games which make use of presentations inside other presentations.
This pattern is a still a stub.
wingmen facecams in e.g.
The view of wingmen are shown as Picture-in-Picture Views in the Star Fox series.
The FPS game XIII makes use of Picture-in-Picture Views to highlight certain events, such as specific kills or the initial moves in ambushes. Several other games in the genre, e.g. the Deus Ex series, let players place cameras in the game environment that can then be viewed. Although they sometimes take up all of the screen space instead of just limited parts, sticky cameras in the Splinter Cell series are examples of Picture-in-Picture Views. System Shock uses Picture-in-Picture Views to provide the input from hardware implants that record what is behind the player character or those that provide 360 views.
Using the pattern
The main design choices regarding Picture-in-Picture Views is what information they should provide, where the views should be within the larger view, what sizes they should be, and if players should be able to modify their sizes and positions. Mini-maps are typical examples of Picture-in-Picture Views.
An option for Picture-in-Picture Views is to make it possible for players to change the views. This can either be by toggling through different views, which may be from changing Vision Modes or from changing locations viewed, or be by making the views controllable by Cameras.
One reason for using Picture-in-Picture Views is to create Point of Interest Indications on the fly during gameplay. An example of this is when Killcams do not take over the entire game presentation but just a small portion of it.
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.
Picture-in-Picture Views are a form of Split-Screen Views. They typically create Third-Person Views (conceivably it would instead be First-Person Views if they are used to form Split-Screen Views of diegetic entities that can look at several independent things at once).
Game State Overviews can be supported by Picture-in-Picture Views by either local or global view, where Mini-maps is a typical example. When the information presented is abstract, the pattern can be seen as providing Game State Indicators although it may also be interpreted as abstract diegetic information.
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
New pattern created in this wiki.
Kelvin Autenrieth, Jason Begy, Daniel Bernhoff, Janne Paavilainen, Orvar Säfström, Jose Zagal