Difference between revisions of "Point of Interest Indicators"

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== Consequences ==
 
== Consequences ==
 
Besides pointing out what can be interacted with in [[Game Worlds]], [[Point of Interest Indications]] can draw players' attention to [[Clues]]. More generally, [[Point of Interest Indications]] can be used to augmented already [[Diegetically Outstanding Features]] so that players are extremely unlikely to miss them.
 
Besides pointing out what can be interacted with in [[Game Worlds]], [[Point of Interest Indications]] can draw players' attention to [[Clues]]. More generally, [[Point of Interest Indications]] can be used to augmented already [[Diegetically Outstanding Features]] so that players are extremely unlikely to miss them.
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 +
When used initial in games to point of how to play a game but then removed, [[Point Of Interest Indications]]can support [[Smooth Learning Curves]].
  
 
Since [[Point of Interest Indications]] can represent perceptual abilities of [[Characters]] in games with [[First-Person Views]], the pattern can imply such as well as [[Player/Character Skill Composites]].
 
Since [[Point of Interest Indications]] can represent perceptual abilities of [[Characters]] in games with [[First-Person Views]], the pattern can imply such as well as [[Player/Character Skill Composites]].
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== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Smooth Learning Curves]]
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==== with [[First-Person Views]] ====
 
==== with [[First-Person Views]] ====
 
[[Characters]],  
 
[[Characters]],  

Revision as of 14:30, 9 August 2011

...

This pattern is a still a stub.

See Linderoth (2010)[1] for details on how Point of Interest Indications affect how players learn to play games.

Examples

Using the pattern

Point of Interest Indications can be used with all different types of ways of presenting Game Worlds, i.e. First-Person, Third-Person, and God Views.

Can Be Instantiated By

Killcams

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Besides pointing out what can be interacted with in Game Worlds, Point of Interest Indications can draw players' attention to Clues. More generally, Point of Interest Indications can be used to augmented already Diegetically Outstanding Features so that players are extremely unlikely to miss them.

When used initial in games to point of how to play a game but then removed, Point Of Interest Indicationscan support Smooth Learning Curves.

Since Point of Interest Indications can represent perceptual abilities of Characters in games with First-Person Views, the pattern can imply such as well as Player/Character Skill Composites.

Relations

Can Instantiate

Smooth Learning Curves

with First-Person Views

Characters, Player/Character Skill Composites

Can Modulate

Clues, Diegetically Outstanding Features, First-Person Views, Game Worlds, God Views, Third-Person Views

Can Be Instantiated By

Killcams

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki. However, it was first reported as a design feature in games by Linderoth (2010)[1].

References

  1. 1.0 1.1 Linderoth, J. (2010). Why gamers donʼt learn more - An ecological approach to games as learning environment, in Nordic DiGRA 2010.

Acknowledgements

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