Vision Modes: Difference between revisions

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[[Secrets]]
[[Secrets]]


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


=== 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

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


Can Instantiate

Diegetically Outstanding Features

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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