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

Can Instantiate

Diegetically Outstanding Features, Secrets

with First-Person Views

Characters, Player/Character Skill Composites

Can Modulate

First-Person Views, Line of Sight, Third-Person Views

Can Be Instantiated By

Privileged Abilities, Tools

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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