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

The Alien vs Predator series of first-person shooters provided those that played members of the predator race with the possibility of viewing the game worlds in several different ways, e.g. through thermal or electron-magnetic field detection. Proper use of these can give distinct advantages while misuse can effectively render the players blind. Players of Batman: Arkham Asylum can activate a detective mode to have certain game elements highlighted. Players of Assassin's Creed 2 can similarly use an eagle vision to point out dangers, hidden treasures, and secret markings on buildings.

Some games supply Vision Modes through equipment characters can carry. The Battlefield and Call of Duty series does this through weapons with scopes and thermal sights, while the Elder Scrolls series has night vision spells. Fantasy Roleplaying Games such as Dungeons & Dragons provide certain races with infravision or ultravision. GURPS does this in most of its fantasy setting while the modern or futuristic ones have equipment to provide Vision Modes.

Using the pattern

Introducing Vision Modes to a game design consist of deciding how Game World presentations should differ due to them and how they should be made available to players. For added complexity, several different Vision Modes can be available.

While the actual presentation typically depends on maintaining a Diegetic Consistency, the actual gameplay difference is either to make game entities in Diegetically Outstanding Features or to reveal Secrets or Clues. Vision Modes are typically given as Powers or through Tools, and for games with multiple Vision Modes all or just some can be included in for each particular enabler.

Interface Aspects

Vision Modes is both an and.

Consequences

Vision Modes are often Privileged Abilities and give Varied Gameplay as players need to shift between different ways of viewing Game Worlds.

with First-Person Views

Characters, Player/Character Skill Composites

Can Modulate

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

Relations

Can Instantiate

Clues, Diegetically Outstanding Features, Secrets, Varied Gameplay

with First-Person Views

Characters, Player/Character Skill Composites

Can Modulate

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

Can Be Instantiated By

Powers, 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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