Vision Modes: Difference between revisions
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[[Secrets]] | [[Secrets]] | ||
=== Can Instantiate === | === Can Instantiate === | ||
[[Diegetically Outstanding Features]] | |||
==== with [[First-Person Views]] ==== | ==== with [[First-Person Views]] ==== | ||
[[Characters]], | |||
[[Player/Character Skill Composites]] | [[Player/Character Skill Composites]] | ||
=== Can Modulate === | === Can Modulate === | ||
[[Line of Sight]], | |||
[[Third-Person Views]] | |||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
Revision as of 13:35, 8 August 2011
...
This pattern is a still a stub.
See Linderoth (2010)<ref name="Linderoth"/> for a discussion on how Vision Modes affect how players learn to play games.
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Diegetically Outstanding Features
with First-Person Views
Characters, Player/Character Skill Composites
Can Modulate
Line of Sight, Third-Person Views
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)<ref name="Linderoth"/>.
References
<references> <ref name="Linderoth">Linderoth, J. (2010). Why gamers donʼt learn more - An ecological approach to games as learning environment, in Nordic DiGRA 2010.</ref> </references>
Acknowledgements
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