Vision Modes: Difference between revisions

From gdp3
Jump to navigationJump to search
No edit summary
No edit summary
Line 33: Line 33:


== Relations ==
== Relations ==
[[Privileged Abilities]]
=== Can Instantiate ===
[[Diegetically Outstanding Features]],
[[Secrets]]
[[Secrets]]
=== Can Instantiate ===
[[Diegetically Outstanding Features]]


==== with [[First-Person Views]] ====
==== with [[First-Person Views]] ====
Line 45: Line 42:


=== Can Modulate ===
=== Can Modulate ===
[[First-Person Views]],
[[Line of Sight]],  
[[Line of Sight]],  
[[Third-Person Views]]
[[Third-Person Views]]


=== Can Be Instantiated By ===
=== Can Be Instantiated By ===
[[Privileged Abilities]],
[[Tools]]


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


=== Possible Closure Effects ===
=== Possible Closure Effects ===
-


=== Potentially Conflicting With ===
=== Potentially Conflicting With ===
-


== History ==
== History ==

Revision as of 13:36, 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

Can Instantiate

Diegetically Outstanding Features, Secrets

Characters, Player/Character Skill Composites

Can Modulate

First-Person Views, Line of Sight, Third-Person Views

Can Be Instantiated By

Privileged Abilities, Tools

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

-