Vision Modes

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This pattern is a still a stub.

See Linderoth (2010)[1] for a discussion on how Vision Modes affect how players learn to play games.

Examples

Alien vs Predator series

Assassin's Creed 2

Batman: Arkham Asylum

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Privileged Abilities Secrets

Characters Diegetically Outstanding Features First-Person Views Line of Sight Third-Person Views

Can Instantiate

with First-Person Views

Player/Character Skill Composites

Can Modulate

Can Be Instantiated By

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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