Point of Interest Indicators

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Revision as of 15:00, 9 August 2011 by Staffan Björk (Talk | contribs) (Using the pattern)

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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

The later installments of the Fallout series use Point of Interest Indications on mini-maps to make players aware of potentially interest areas before their characters can actually perceive these.

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. These can also be apply abstract through pointing out places on Mini-maps. They are nearly always Geospatial Game Widgets since they need to point of places in Game Worlds.

Although a lot of places in Game Worlds may be qualify to have Point of Interest Indications, Goal Points are most often shown to players through these.

Can Be Instantiated By

Killcams

Interface Aspects

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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 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.

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, Goal Points, God Views, Mini-maps, Third-Person Views

Can Be Instantiated By

Geospatial Game Widgets, Killcams

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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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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