Point of Interest Indicators: Difference between revisions

From gdp3
Jump to navigationJump to search
No edit summary
No edit summary
Line 29: Line 29:
[[God Views]]
[[God Views]]
[[Clues]]
[[Clues]]
[[Diegetically Outstanding Features]]
[[Player/Character Skill Composites]]
[[Characters]]
[[Diegetically Outstanding Features]]
[[First-Person Views]]
[[Third-Person Views]]
[[Killcams]]




=== Can Instantiate ===
=== Can Instantiate ===


==== with ... ====
==== with [[First-Person Views]] ====
[[Characters]],
[[Player/Character Skill Composites]]


=== Can Modulate ===
=== Can Modulate ===
[[Diegetically Outstanding Features]],
[[First-Person Views]],
[[Third-Person Views]]


=== Can Be Instantiated By ===
=== Can Be Instantiated By ===
[[Killcams]]


=== Can Be Modulated By ===
=== Can Be Modulated By ===

Revision as of 09:58, 9 August 2011

...

This pattern is a still a stub.

See Linderoth (2010)<ref name="Linderoth"/> for details on how Point of Interest Indications affect how players learn to play games.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

God Views Clues


Can Instantiate

Characters, Player/Character Skill Composites

Can Modulate

Diegetically Outstanding Features, First-Person Views, Third-Person Views

Can Be Instantiated By

Killcams

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

-