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
Can Instantiate
Cameras, Point of Interest Indications, Replays, Spatial Engrossment, Third-Person Views
with ...
Can Modulate
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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