Killcams: Difference between revisions

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=== Examples ===
=== Examples ===
[[Killcams]] in the [[Call of Duty series|Call of Duty]] and [[Battlefield series]] show players how they were killed - often revealing the position of the enemies that was the cause of their deaths. [[Fallout 3]] and [[Fallout: New Vegas]] provide [[Killcams]] both when players have managed to kill enemies spectacularly or when they themselves have died.


http://www.giantbomb.com/killcam/92-448/
The web site ''giantbomb.com'' has a [http://www.giantbomb.com/killcam/92-448/ list] of games using [[Killcams]].


== Using the pattern ==
== Using the pattern ==
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== Relations ==
== Relations ==
[[Player Balance]]


=== Can Instantiate ===
=== Can Instantiate ===
[[Cameras]],  
[[Cameras]],  
[[Point of Interest Indications]],  
[[Point of Interest Indications]],  
[[Replays]],
[[Spatial Engrossment]],  
[[Spatial Engrossment]],  
[[Third-Person Views]]
[[Third-Person Views]]

Revision as of 16:53, 6 August 2011

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This pattern is a still a stub.

Examples

Killcams in the Call of Duty and Battlefield series show players how they were killed - often revealing the position of the enemies that was the cause of their deaths. Fallout 3 and Fallout: New Vegas provide Killcams both when players have managed to kill enemies spectacularly or when they themselves have died.

The web site giantbomb.com has a list of games using Killcams.

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Player Balance

Can Instantiate

Cameras, Point of Interest Indications, Replays, Spatial Engrossment, Third-Person Views

with ...

Can Modulate

First-Person Views

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

<references> <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> </references>

Acknowledgements

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