Vision Modes
From gdp3
...
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
-